xpdev opened this issue on Jul 22, 2014 · 61 posts
vilters posted Thu, 31 July 2014 at 5:28 AM

the Public hair is manually painted on the original diffuse texture.
This diffuse texture goes through a Math_Function node to drive the displacement (Blended with a turbulence node) and also drives the Blinn node (again through a Math_Function to invert the map) .
I have several variations of this setup, but all work pretty well.
**The advantage of this setup is that:
**
Dark area's like brows and public gair get more displacement, and less shine.
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"!