Jedi_Padawan opened this issue on Jan 01, 2008 ยท 14 posts
MarkBremmer posted Wed, 02 January 2008 at 7:26 AM
Hi Sassy, Nice to see you around! In Carrara, you control that in the Shader room with the Highlight and Shininess settings. To better understand their interaction, imagine a sphere that has a single light on it: the Highlight adjustment controls how bright the reflected "spot of light" is; the Shininess controls how big the reflected spot of light is. Skin doesn't have a very bright or very strong highlight quality unless it's wet. So, back to skin, the Highlight doesn't have to be a value slider. It can be a color which is what I usually do - a darker color of the skin tone. Or, if your figure has a texture map for the color channel, you can simply duplicate/copy-paste the texture map into the Highlight channel and then dial down the brightness of the texture map to about 50 percent. Here's a little secret about the Shininess channel. While you can slide the Value slider down to something like 2 or 3 percent, an easy way to bring some believable variation into the shininess is to duplicate/copy-paste the bump map (if there is one) into the Shininess channel and then dial down it's brightness to 30 percent or so. What you adjust it down to depends a little on how your scene is lit. This technique shows off and compliments the detail that will be revealed in the bump channel. In fact there is times that I remove thee bump entirely and let the texture map in the Shininess channel fake the bump instead. Doing this allows faster renders when using Global Illumination. Mark