Zev0 opened this issue on May 04, 2011 · 13 posts
Zev0 posted Wed, 04 May 2011 at 6:34 AM
I cannot find the thread I made for this. Oh well Here is another one. How do you add an extra skin layer above another. I need them both at 100% opacity because the top layer will have transparency bits showing the layer beneath.
Pengie posted Wed, 04 May 2011 at 7:30 AM
I'd use a second figure conformed to the first. Add a little displacement to the top layer if you want it to be opaque and hide the figure underneath.
Zev0 posted Wed, 04 May 2011 at 7:44 AM
That would be resource intensive. I'm sure there is a way in the material room.
Pengie posted Wed, 04 May 2011 at 8:00 AM
If the two layers never get displaced from each other very much - for example if you're not making a spandex body suit that is visible separated from the skin in a cleavage area - then use a Blender node or a bunch of them.
Make a mask, black where you want one color and white where you want the other. Use the mask to control the Blender node, and connect the two different textures you're overlaying to the two color inputs.
Zev0 posted Wed, 04 May 2011 at 8:21 AM
I will try a displacement of 0.5 and see what happens
bagginsbill posted Wed, 04 May 2011 at 8:36 AM
I've written in threads regarding decals, tattoos, cloth, buttons, lipstick, blood, mud, etc., layered on skin. All of these are using the same technique - exactly what Pengie described.
You should be able to find those posts by me using those words.
Displacement of 0.5 what? Giving naked numbers like that means nothing. Is that 0.5 Poser Native Units (a little over 131 centimeters) or 0.5 millimeters, or what?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Pengie posted Wed, 04 May 2011 at 8:44 AM
The basic color blending concept doesn't need displacement, but in this example I could have added some displaced seams to make it look less fake.
Edit - picture didn't upload.
Pengie posted Wed, 04 May 2011 at 8:52 AM
Here's a render using the simple node setup I showed. Default lighting, default pose, no GC, no skin shader - but it gets the basic idea across.
Pengie posted Wed, 04 May 2011 at 9:17 AM
If you're skilled in the Material Room, you could improve on the skin shader or add gamma correction.
Pengie posted Wed, 04 May 2011 at 9:20 AM
Zev0 posted Wed, 04 May 2011 at 11:51 AM
Thanks pengie. @ bb. Sorry for being vague. I meant a 0.5 mm in spacing.
lesbentley posted Sat, 07 May 2011 at 10:54 AM
I found thei tutorial helpful:
Zev0 posted Sat, 07 May 2011 at 11:33 AM
awesome stuff:)