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Some of you may have been following the discussion in the TinaChep Forum
about shaders and the techniques to achieve the most realistic Poser
skins possible. See:
http://tinachepforum.forumup.co.uk/about208-tinachepforum.html
For the discussion I was reminded again of the outstanding texture
technique developed by Ive, and the experimentation I had done with part
of it back in 2008/2009. I dusted off the code and made it up to date
for use with the latest versions of Poseray and POV-Ray.
This brought me to some wondering about the provided image maps in the
different versions 8, and I suppose 9, of Poser. Not being an expert, I
feel a bit confused about the different types and names. The following
maps are provided:
<name>Body.png
<name>Body_Transluc.png
<name>BodySpec.png
<name>BodySat.png
note that there is no bump map anymore
So, how to use them ultimately and to good effect in POV-Ray?
<name>Body is simple of course. It is the generic skin texture of the
figure. Tentatively, I am using the <name>BodySpec (of specular?) for
the bump map, and it seems to work correctly. I have now been using the
<name>BodySat (saturation?) as an image pattern in Ive's code like this:
#local M_Body =
material {
texture {
pigment_pattern {uv_mapping <name>BodySat}
texture_map{
[0 T_Body_S0]
[1 T_Body_S1]
}
}
}
where the individual textures are looking like this:
#local T_Body_S0 =
texture {
pigment {uv_mapping <name>Body}
normal {N_Body}
finish {F_Skin_S0}
}
I can provide the complete code derived from Ive's technique if you
want. It works quite well.
I suppose that, in the absence of a saturation map like in the older
Poser versions, the generic skin map can be used, as is also done in
Poser and, through conversion by Poseray, in POV-Ray.
And what about the <name>Body_Transluc (translucency?)? I suppose it is
intended to be used for subsurface scattering in Poser, but could it
have a use in POV?
What do you think? All comments appreciated :-)
Thomas
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