Boni opened this issue on Feb 12, 2015 · 72 posts
DeathMetalDesk posted Tue, 17 February 2015 at 3:12 PM
Agree with ghostship2 about the effectiveness of the more simple shader... I spent a couple of agonizong days trying to create a glossy eyelid shader with masks and was dealing with trying to blend three or more different specular effects on basically the same map. ended up using a blinn on the overall face, a two blinn blend on the lips (I find using a mix of 2 blinn settings yields a better looking gloss than just a straight glossy node for lips), and a soft reflect on the lids.
When I first started the shader I was using some things BB was doing with vss and quickly found myself lost within a tangle of math spaghetti, ended up reverse engineering a couple of more simple vendor shaders and using some of BB's base specular settings in the mix. I think that much of the quality is derived from the time spent creating the masks (you might consider a combination of blur and noise at the masks edges to give a different effect), time spent experimenting with the actual settings of the specular nodes themselves, and the effectiveness of your bump maps and their settings (can't overstate this one enough).
Anyway... thanks for the screencaps ghostship2. Filed.