santicor opened this issue on Feb 15, 2009 · 11 posts
santicor posted Sun, 15 February 2009 at 11:47 PM
So i have spent a lot of time trying to figure out how to deal with stepping down, fading out, feathering, whatever you want to call it - the shader of a given material zone. So that it blend into the neighboring zone.
For instance, G2 figures have the predetermined material group called "lips"...this can be replaced by one's own defined material group, but it's neither here nor there, I have this problem with the transition from one material group to another. It would be nice if in the illustration above, the color math and the spec math could be told how to step down as you approach the edge of the material zone, so the blend is softer... I tried to mess around with a BLENDER node and also an EDGE BLEND (?) node, I have not gotten into any kind of DISSOLVE node ( if there is one) but I just think that the hard jump at the edge of this "lip" zone is too much....if I could roll the spec and the color back as you reach the edge where "lips" meets "head" I would be a happy young fellow.
I bet it's probably a very common node that I don't know about - can anyone help? (click to enlarge)
Thanks
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