Afrodite-Ohki opened this issue on Aug 04, 2011 ยท 34 posts
bagginsbill posted Thu, 04 August 2011 at 4:13 PM
The VSS skin shader may be far too complicated to insert so much into.
Sounds like you want to use multiple masks, and have these do various things, essentially producing multiple materials in one shader. Metals - paint - and skin, plus deal with displacements.
The differences between metal and skin are:
Metals have no diffuse reflection to speak of - so tiny it might as well be zero. Skin has very high diffuse reflectivity. We'd need to plug in (to multiply) the PM:Diffuse Reflectivity with the negative of the metal mask, so that where there is metal, the negative has 0 and diffuse would get shut off. Negative of the metal mask is just a Math:Subtract node doing 1 - metal_mask.
Metal specular reflections of lights are colored, not white. Skin specular reflections are white. We'd need to find the Blinn node, and insert something (probably a Blender) to choose between white and the metal color. (I'm assuming you have a metal color mask.) If the metal is strictly silver, we can skip this. If the metal is actually metallic paint, we'd want to make this sparkly as I do in my car paint shader.
You want a reflection where the metal is which means adding a masked Reflect node if it's real metal, not metallic paint.
That's a lot of work. I could do it, though, pretty easily, but altering my script.
Do you have a metal mask?
Then for paint, you just need to mix in the color, and probably have a paint mask that you plug into Shine to add more shine where there is paint.
Finally, you'd take the paint mask and drive displacement with it.
Do you want me to try setting up such a shader for VSS?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)