mr_red opened this issue on Oct 25, 2024 ยท 16 posts
DeeceyArt posted Fri, 25 October 2024 at 3:58 PM
OK here's a screen cap of just the head material. You'd need to do the same treatment to the other material zones that make up the kid's skin.
Here's the quickest way to set up a SuperFly material:
1) Add the Physical Surface root node. Tick the SuperFly Root checkbox at the top. Now the PoserSurface will only be used for Firefly, and the Physical Surface will be used for SuperFly.
2) Set diffuse color to white (it's a slightly gray shade by default), and connect the head Color Texture to the Color input of the Physical Surface node. DO NOT use that icky blue color that the PoserSurface node uses. See the difference?
3) For the glossiest setting, set Roughness value to zero. This will make it the "shiniest." As stated above, a value of .5 will be more satiny, and a value of 1 will be dullest. You can also connect a roughness map to control the amount of shine more directly, with dark values being shinest, and lighter values being the dullest. If you do use a roughness map, set the Roughness value of the node to 1.
4) You can connect the existing Specular map to the Specular channel. Change Specular color to white so that it uses the values in the Specular Map. If that's too much, back it off from white a bit at a time until you get the effect you want.
5) Set the Bump value the same as that in the PoserSurface node. I just used the Bump Map here, The PoserSurface node connects bump through a Granite node, but I just pulled the Bump Map into it.
6) At the bottom of the Physical Surface node, I changed the scatter method to Walk Fixed. But it won't really make a difference unless there are values other than zero in the Scatter Radius R, G and B settings. That's an entirely different topic on its own which I won't get into here. 8-)