Afrodite-Ohki opened this issue on Jun 28, 2019 ยท 197 posts
Eric Walters posted Fri, 30 August 2019 at 10:48 PM
Hey Caisson! Thanks! I recall being inspired by your displacement maps for V4 a few years back! Here I am trying to get a more natural translucent scatter for the ears. Not quite. I'm playing with blending two different grayscale maps for the head texture-ears specifically to try and control the scatter on the ears. Not satisfied as of yet.
caisson posted at 8:43PM Fri, 30 August 2019 - #4360472
@ Eric - in Superfly there is no Specular - not in the way there is in Firefly anyway. SF only does raytraced reflections, but these make FF crawl so Specular is fake reflection in FF. The Specular plug on the Physical Surface root should be called Base Reflectance (or Direct Reflection, or F0). With a PBR texture-based setup it should be left at the default. The appearance of the reflected light is then controlled by Roughness - lighter values are rougher and the highlights are more diffuse as you've seen, darker values give tighter and sharper highlights.
@ Teyon - I would say (being picky) maybe not enough colour variation, the yellow tones are a bit overpowering. Some surface blemishes or beard follicles too? Roughness - some areas look great to me like round the eyes, top of nose, lips but it seems too much at the base of the nose and chin. When I try to set up Roughness I make the diffuse black; I also make the environment black to avoid bounced light and then use a single infinite light at 100% so that I know I'm only getting direct reflection (I think bagginsbill does something very similar and had a demo a while back).
The skin detail is excellent - is that hand sculpted (I did read your sculpting thread in the Zbrush forum!)?