Michaelab opened this issue on Jan 05, 2012 · 123 posts
JoePublic posted Fri, 06 January 2012 at 9:51 AM Online Now!
But with diffuse set to 85%, at least if you use a simple shader (Like just a texture plugged into diffuse), the OpenGL preview will look like crap.
And this is an absolute, positive no-no to me.
The renders will loose saturation, too, regardless of the lights used.
Your skinshader circumvents this problem it seems. I still cranked up saturation to 1.05 in the HSV node to get the same level of colorfulness back that I have in the OpenGL preview or when I look at the "naked" texture in Photoshop.
So I now can have my cake and eat it, too, and as I said, my default scene now uses GC and SSS and I'm in the progress to convert all my figures to use your shaders.
++++++++++++++++++++++++++++++
But now for something completely different:
Any way to compensate for the "blueness" around the mouth if you reduce scatter scale to 0.8 ?
It's gone when I stick with the recommended scale of 1.5, but for this render I found the softer 0.8 scatter more pleasant looking.