cmcc opened this issue on Feb 04, 2013 · 41 posts
vilters posted Tue, 05 February 2013 at 3:39 PM
Upper right is the texture.
Goes into a HSV node to change Hue, Saturation, and Value if needed.
Fom HUE to a Displac-Math-Function to invert, and make a Black and White version that goes into a Displacement Blender where it gets combined with a touch of Turbulence at 0.3
That same Turbulence goes into a Blinn-Blender, where it gets combined with a Blinn-Math-Finction that made a grayscale texture of the original texture.
This Blinn-Blender goes into Altern_Spec Blinn node, that connects to the Alternate_Specular
From one single Diffuse texture in the upper right corner, I build a Displacement map and a Blinn/Specular map. All inside the material room.
When i want a change, I hace control of all.
Texture with Hue, Saturation and Value.
The Blenders to mix the amount of Displacement and/or Spec/Blinn.
With a click or 2, I can change the whole figure.
Never spend more time in the math room.
Never worry why material goups look different.
They can not.
And I have quite a lot of variations, all dead easy to set up this way.
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"!