Forum: Poser - OFFICIAL


Subject: Differing facial specularity using alpha masks

DeathMetalDesk opened this issue on Feb 07, 2015 ยท 13 posts


DeathMetalDesk posted Sat, 07 February 2015 at 9:06 PM

Hi teyon,

that would be a simple enough solution but one of the shader models for the lips is a glossy+blinn+blender using a mask to feather the effects and avoid a hard line at the material border. I've managed to set up all of my lip material shaders to my liking and they render well, these were mostly inspired by some things bagginsbill was doing in his vss shader and a little of my own humble fiddling.

Now I would like to create some wet eyelid/eye region specular to blend with a more subdued blinn for the rest of the face. If I were to create a spec mask for the face that had more white in the eyelid region (stronger influence of the blinn in area), I still would only be modulating how much of the base blinn is "shining through" rather than creating a glossy effect in that specific region. As far as I can tell I'm going to need to blend two entirely different specular node sets into one material zone using some kind of mask/maths combination.

Thanks for your input, really liked that lizard man figure you were working on btw. That was some damn beautiful displacement map work you did on that...