  | | | Still Working - Need Skin Reflectance Ideas | Still Working - Need Skin Reflectance Ideas 2004-06-11 - By Slaughter, Stan
Back The problem is that I'm using the DOF to blur the hair so it looks a lot less like straw. That's why I put such a sharp cut off in the DOF.
I may just take another approach with the hair anyway, as it is a pain to render (it's about a gadzillion polygons) and I'd like to be able to show the detail of the bulding behind him a little bit more.
Right now I'm playing with using the translucent plastic shader (mixed with the mapped phong shader) for the skin, pumping the translucency value way up to 4 or 5 and turning shine down to 0. It sort of gives a Fake Sub Surface Scattering look to it, but seems to effect only the color channel without giving a true translucent/light penetrating depth to it.
Here is a quick test render (minus hair) http://www.stansight.com/tmp/OldDiverIll11.jpg <http://www.stansight.com/tmp/OldDiverIll11.jpg>
Still not satisfied with the skin yet. I think this is a "little" better than the last, but I'm still looking for a good way to show just a slight touch or translucency without making everything sort of dull and shiny.
Stan
-- --Original Message-- -- From: Norbert Eßer [ mailto:n.esser@(protected) <mailto:n.esser@(protected)> ] Sent: Friday, June 11, 2004 11:47 AM To: truespace@(protected) Subject: [TSML] AW: [TSML] Still Working - Need Skin Reflectance Ideas
Stan, everything is ok (Still needs work, but i think you know where better then we) but the DOF is way to much. It looks like a typicall macro DOF to me.
Norbert
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<P><FONT SIZE=2>The problem is that I'm using the DOF to blur the hair so it looks a lot less like straw. That's why I put such a sharp cut off in the DOF.</FONT></P>
<P><FONT SIZE=2>I may just take another approach with the hair anyway, as it is a pain to render (it's about a gadzillion polygons) and I'd like to be able to show the detail of the bulding behind him a little bit more.</FONT></P>
<P><FONT SIZE=2>Right now I'm playing with using the translucent plastic shader (mixed with the mapped phong shader) for the skin, pumping the translucency value way up to 4 or 5 and turning shine down to 0. It sort of gives a Fake Sub Surface Scattering look to it, but seems to effect only the color channel without giving a true translucent/light penetrating depth to it.</FONT> </P>
<P><FONT SIZE=2>Here is a quick test render (minus hair)</FONT> <BR><FONT SIZE=2><A HREF="http://www.stansight.com/tmp/OldDiverIll11.jpg" TARGET="_blank">http://www.stansight.com/tmp/OldDiverIll11.jpg</A></FONT> </P>
<P><FONT SIZE=2>Still not satisfied with the skin yet. I think this is a " ;little" better than the last, but I'm still looking for a good way to show just a slight touch or translucency without making everything sort of dull and shiny. </FONT></P>
<P><FONT SIZE=2>Stan</FONT> </P>
<P><FONT SIZE=2>-- --Original Message-- --</FONT> <BR><FONT SIZE=2>From: Norbert Eßer [<A HREF="mailto:n.esser@(protected)" >mailto:n.esser@(protected)</A>] </FONT> <BR><FONT SIZE=2>Sent: Friday, June 11, 2004 11:47 AM</FONT> <BR><FONT SIZE=2>To: truespace@(protected)</FONT> <BR><FONT SIZE=2>Subject: [TSML] AW: [TSML] Still Working - Need Skin Reflectance Ideas</FONT> </P>
<P><FONT SIZE=2>Stan, everything is ok (Still needs work, but i think you know where better</FONT> <BR><FONT SIZE=2>then we) but the DOF is way to much. It looks like a typicall macro DOF to</FONT> <BR><FONT SIZE=2>me.</FONT> </P>
<P><FONT SIZE=2>Norbert</FONT> </P>
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