//Eye material for the cornea: //--------------------------- #declare F_EyeTrans= finish { specular 1 roughness 0.001 ambient 0 diffuse 0 reflection 0.05 } #declare I_EyeTrans = interior { ior 1.5 } #declare T_EyeTrans = texture { pigment { rgbf<1.0, 1.0, 1.0, 0.7> } finish { F_EyeTrans } } #declare M_EyeTrans = material { texture { T_EyeTrans } interior { I_EyeTrans } } //================================================== //Ive's skin texture: //------------------ //use this for the figure (on/off): #declare Ive = on; /*For the on/off switch, change the corresponding figure's materials by adding: #if (Ive) material {M_....} #else code of original material #end */ //-------------------------------------------------------- //Controls the skin's hue and shininess (specular intensity): #declare SkinColor = <237, 199, 177>/255; #declare SkinOil = 0.1; //-------------------------------------------------------- //The basic image maps (change the p_map.. to need): #declare PP_Head = pigment {pigment_multiply(p_map4,pigment {srgb SkinColor})} //diffuse map #declare S_Head = pigment{p_map16} //use the same diffuse map or a saturation map (if provided) #declare N_Head = normal {p_map5} #declare PP_Body = pigment {pigment_multiply(p_map1,pigment {srgb SkinColor})} //diffuse map #declare S_Body = pigment{p_map15} //use the same diffuse map or a saturation map (if provided) #declare N_body = normal {p_map2} //-------------------------------------------------------- //This can be used when not using image maps: #local C_Face_0 = srgb SkinColor * 1.05; #local C_Face_1 = srgb SkinColor * 0.95; #local P_Face = pigment { pigment_pattern {uv_mapping PP_Head} pigment_map { [0 C_Face_0 transmit 0.1] [1 C_Face_1 transmit 0.3] } } //-------------------------------------------------------- //The normal maps (change bump_size to need): #local N_Face = normal { uv_mapping N_Head bump_size 1 } //if lips are defined separately in Poser: #local N_Lips = normal { uv_mapping N_Head bump_size 2 } #local N_Body = normal { uv_mapping N_body bump_size 1 } //-------------------------------------------------------- //The finish: #local F_Skin_S0 = finish { ambient 0 diffuse 1 specular 0.01 roughness 0.011 //for very shiny/wet skin, increase roughness //phong 0.01 phong_size 2 brilliance 1 reflection {0.0, 0.01 fresnel on falloff 1.0 exponent 1.0} conserve_energy } #local F_Skin_S1 = finish { ambient 0 diffuse 1 - 0.1 * SkinOil specular 0.01 + 0.75 * SkinOil roughness 0.006 //for very shiny/wet skin, increase roughness //phong 0.01 + 0.5 * SkinOil phong_size 5 metallic 0.4 brilliance 1.05 reflection {0.01, 0.1 * SkinOil fresnel on falloff 1.0 exponent 1.0 metallic 0.4} //for very shiny/wet skin, increase max reflection conserve_energy } //-------------------------------------------------------- //The textures for the different body parts: #local T_Head_S0 = texture { pigment {uv_mapping PP_Head}//instead of {P_Face} normal {N_Face} finish {F_Skin_S0} } #local T_Head_S1 = texture { pigment {uv_mapping PP_Head}//instead of {P_Face} normal {N_Face} finish {F_Skin_S1} } #local T_Lips_S0 = texture { pigment {uv_mapping PP_Head}//instead of {P_Face} normal {N_Lips} finish {F_Skin_S0} } #local T_Lips_S1 = texture { pigment {uv_mapping PP_Head}//instead of {P_Face} normal {N_Lips} finish {F_Skin_S1} } #local T_Body_S0 = texture { pigment {uv_mapping PP_Body}//instead of {P_Face} normal {N_Body} finish {F_Skin_S0} } #local T_Body_S1 = texture { pigment {uv_mapping PP_Body}//instead of {P_Face} normal {N_Body} finish {F_Skin_S1} } #local T_Nails_S0 = texture { pigment {uv_mapping PP_Body}//instead of {P_Face} finish {F_Skin_S0} } #local T_Nails_S1 = texture { pigment {uv_mapping PP_Body}//instead of {P_Face} finish {F_Skin_S1} } //-------------------------------------------------------- //The final materials for the different body parts: #local M_Head = material { texture { pigment_pattern {uv_mapping S_Head} texture_map{ [0 T_Head_S0] [1 T_Head_S1] } } interior {ior 1.33} } #local M_Lips = material { texture { pigment_pattern {uv_mapping S_Head} texture_map{ [0 T_Lips_S0] [1 T_Lips_S1] } } interior {ior 1.33} } #local M_Body = material { texture { pigment_pattern {uv_mapping S_Body} texture_map{ [0 T_Body_S0] [1 T_Body_S1] } } interior {ior 1.33} } #local M_Nails = material { texture { pigment_pattern {uv_mapping S_Body} texture_map{ [0 T_Nails_S0] [1 T_Nails_S1] } } interior {ior 1.33} }