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Still Working - Need Skin Reflectance Ideas

Still Working - Need Skin Reflectance Ideas

2004-06-11       - By Slaughter, Stan

 Back
Reply:     1     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.

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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<TITLE>RE: [TSML] AW: [TSML] Still Working - Need Skin Reflectance Ideas</TITLE>
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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.&nbsp; 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.&nbsp; 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 &quot
;little&quot; 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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