carodan opened this issue on Mar 14, 2012 · 43 posts
carodan posted Thu, 15 March 2012 at 2:52 PM
aRtBee -would you be willing to take us through the process of calculating conservation of energy for a skin shader, for example as set up using EZskin?
I get the concept and it's importance, but the specifics largely elude me.
I have to confess that I still mostly wing it when considering even a mildly complicated shader setup (TBH it took me a while to work out how 80% x 70% could equal 56%).
How might we even evaluate the amount of light a realistic skin 'should' reflect/absorb? How does that translate to diffuse, specular and reflection values?
How do you make the calculations for nodes such as scatter and blinn, or reflection with a fresnel blend node attached?
I want to get to grips with this, I really do. I read bb's and other's posts (usually with a calculator to hand!) but it largely floats over my head. I think I understand quite well the concepts around 3d materials and lighting/rendering to simulate real world effect, it's just the maths that eludes me. I just about muddle through based on the work others do. I was one of those that chose to do art because I was useless at math.
That's what you're up against.
(bb will be slapping his forehead round about now if he's reading this).
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