WandW opened this issue on Jul 31, 2012 · 54 posts
vilters posted Tue, 31 July 2012 at 5:36 PM

From the texture, to a hsv node where I change the Hue, Saturation and Value slightly.
This hsv node has 3 outputs:
Displacement at 0.01 Goes to a Blender where a Turbulence _2 is mixed with the B&W output from the hsv node
Alternate_Specular goes to a Blinn node that gets its data from Blender_2 where the softer map from the hsv node is mixed with the Turbulence_2
This setup gives lots of flexibility.
Use the hsv node to "color" the skin. => very controllable
Use Displacement to get some skin detail => Darker parts, like, brows, get more displacement
Use the Alternate_Specular to get the "shine". => Darker parts, like brows, get less "shine". the lighter skin gets more shine.
Click to enlarge.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!