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I've turned to the dark side of the pov... my hobby is finally costing me
money (unless you count all the PC bits I've bought over the years). This
guy & his textures come from http://www.daz3d.com, which is a rather good
website if you want realistic people but haven't the time/skills to make
them yourself.
Anyway, the one thing I can't get from daz is nice looking pov finish
settings. So I've been playing with a variety of lighting and material
setups to try and get a nice effect. The skin material uses Daz's normal and
colour maps, in a rather elaborate 5-layer material.
The most novel effect is fake sub-surface scattering, achieved by blending a
red material with brilliance 1.5 and a cyan material with brilliance 2, then
applying the colour map as a filter on top of that. The difference in
brilliance values adds a slight red tint at small angles to the light, which
looks sort of like the sub-surface behaviour of skin (and is way cheaper to
render than doing it properly!).
The source is pretty short, so here it is:
#macro Skin( colourmap, normalmap)
texture {
pigment { rgb x*2 } //fake sub surface, red has different brilliance
normal { normalmap }
finish { brilliance 1.5 }
}
texture {
pigment { rgb (y+z)*2 transmit .5 }
normal { normalmap }
finish { brilliance 2 }
}
texture {
pigment { colourmap }
}
texture {
//gamma correct by filtering over itself, my scene uses assumed_gamma 1
pigment { colourmap }
normal { normalmap }
finish {
specular .3 roughness 1/300 //sharp highlight
}
}
texture {
pigment { rgb 0 transmit 1 }
normal { normalmap }
finish {
//small-angle sheen, metallic on black material controls falloff of
specular
phong 1 phong_size 20 metallic 1
}
}
#end
This is still pretty early so I'd appreciate any and all comments :)
--
Tek
http://evilsuperbrain.com
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