estherau opened this issue on Jul 25, 2012 · 435 posts
vilters posted Sat, 15 September 2012 at 2:12 AM
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.
The link did not work, so here is the same explanation for a mat room and user friendly setup.
Have a nice day.
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Dev
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