Fidelity2 opened this issue on Apr 26, 2008 · 12 posts
Fidelity2 posted Sat, 26 April 2008 at 2:49 PM
pjz99 posted Sat, 26 April 2008 at 3:15 PM
Looks like a large difference between materials settings for face skin and those used elsewhere, probably Ambient. I don't think that's being caused by texture.
Fidelity2 posted Sat, 26 April 2008 at 4:07 PM
Dear pjz99: The eyes sockets and nose are not casting shadows. What can I do to correct that? Thank you. Sincerely, Fidelity2.
pjz99 posted Sat, 26 April 2008 at 4:33 PM
What are the materials settings for the face? What are the materials settings for other skin parts? Look in Materials Room -> Advanced View.
Fidelity2 posted Sat, 26 April 2008 at 4:48 PM
Miss Nancy posted Sat, 26 April 2008 at 4:58 PM
try getting rid of bump channel. anisotropic node appears to be plugged into a dead channel.
it may require patience, as these things take more than a week to understand.
vincebagna posted Sat, 26 April 2008 at 5:02 PM
Your diffuse values are different for the torso and head.
You should copy your setting from the torso to the head, turn the diffuse color to white and plug your map into it.
Actually, the face texture is showing only because of the alternate specular setting. It seems to be set too high so it acts as high ambience.
markschum posted Sat, 26 April 2008 at 5:13 PM
oh, gee ,
I would not use anistropic for skin , try glossy or blinn
set a specular of about 0.1 to 0.3
set bump to maybe 0.5
bump could be better as a desaturated copy of your texture.
Are you working from a tutorial ?
look at some of the default skin textures and simply replace your image map for the one supplied to start.
ghonma posted Sat, 26 April 2008 at 5:16 PM
The image_map node goes to diffuse_color and not alternative_diffuse
pjz99 posted Sat, 26 April 2008 at 5:17 PM
What are the materials settings for face skin?
scanmead posted Sat, 26 April 2008 at 5:20 PM
chris1972 posted Sat, 26 April 2008 at 10:16 PM
You are doing several things wrong.
Color maps should plug into your very first node "diffuse color" set the strength to 1 and and the color box that is now black change to white.
Your color map should not plug into bump, bump should plug into a greyscale version of your face map.
If you want to use a specular value for your model blinn would be the appropriate choice set to a fairly low level and the little color box should be white or a shade of grey but not black.