LaurieA opened this issue on Feb 13, 2011 ยท 1102 posts
Snarlygribbly posted Mon, 28 March 2011 at 3:49 PM
Quote - I've seen talk of velvet in use of skin shader. Just so you know, there is no reason for that based on first principles. Nothing about velvet matches how skin behaves. Velvet is thousands of closely packed parallel fibers of uniform height, perpendicular to the surface.
Humans are sort of fuzzy, but velvet isn't right.
The key is to break up the specularity. Human skin is finely wrinkled, and does not exhibit a smooth specular reflection. But it is highly specular, and the specularity must be increased, but just cranking the specularity produces a plastic look that should be avoided.
You want to have an awesome bump map for this, but I don't know of any. Failing that, you can work with procedural patterns, and I know LuxRender has good ones, but I'm not the least bit familiar with them. So I can't offer a quick answer as to how to do this the way I know how to do it in Poser, which is actually the thing I'm currently refining in my VSS PR4 shader.
We need a BB for Luxrender!
Thanks for the tips - the challenge will be how to implement them!
Free stuff @ https://poser.cobrablade.net/