cliss opened this issue on Jul 22, 2012 · 49 posts
vilters posted Mon, 23 July 2012 at 4:11 PM
Starting from upper right: the texture map, increased in size to 8192x8192, desaturated some 10% and sharpened twice.
From there I add A Math_Substract function to get a inverted map to go into the Displacement-Blender input_1
Result? => Brows and public hair get most displacement.
Input_2 from this Displacement blender goes to the Turbulence.
And blending is set to 0.5 and here I can control the mix if needed..
From Alternate_Specular to the Specular-Blinn node where I reduce the Specular_Color using the Blinn-Color-Blender.
The Blinn-Color-Blender gets input_1 from the texture. => Brows, lips, public hair stay with less Blinn.
Input_2 goes to turbulence and is blended at 0.1
Specular-Blinn Reflectivity itself is driven by the texture again (output from the hvs node).
Quite a simple setup, and it gives me lots of control over the Displacement, and over the Alternate_Specular.
Comments are more then welcome.
Thanks for looking
Tony
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!