dnstuefloten opened this issue on Jun 18, 2013 · 27 posts
bagginsbill posted Tue, 18 June 2013 at 6:18 PM
Quote - Well the one thing I see right off is...the mask for the stockings is dark and the rest is white. Should be the opposite...stockings mask white, the rest black.
Laurie
Not quite Laurie. First we have to correct the terms here - the image he's using is not a mask. It's an opacity map that shows where cloth is dense (darkest part) or sheer (lighter gray) or non-existent (white). And it's hooked up correctly.
The node called Color_Math is the shader for bare skin.
The node called Color_Math_2 is the shader for 100% dense nylon.
The blender's job is to mix these in proportions based on the Math_Function(s) hooked up to that opacity map. The amount of each is motivated by how nylon fibers are woven, leaving gaps/holes, and how these holes close up as the angle of incidence changes with respect to the viewer.
Since I don't know what your lights are causing, let's simplify and see what is up with the plain skin shader part.
Connect the Color_Math node straight into Alternate_Diffuse - this will bypass all the stocking parts and the mixer.
Render that - is it shiny? If so, then you just have a lot of light and specularity results.
If that is the case, we should proceed with adjusting lights to a reasonable level, then adjust shaders. Never go straight at the shader until you know your light levels are not insane.
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