You can do that SKindigoKram1032 wrote:Multiple UV maps per mesh, would be cool, in general
4 layer UV sets actually.... Whatt has a tutorial file for Sketchup to show that
it's a bit complicated/messy but it works ok
He probably looks so powdery (uniformly coloured) because there were no textures used and therefore the skin is indeed uniformly coloured instead of having variations fro area to area and smalller variations in each area itself...BbB wrote:Yes, great. Though he looks a bit made-up to me. A little powdery, as though he'd just got out of a television studio...
Actually I don't think that's correct at all. The reflectance and transmittance profiles shown in figure 8 are generated from the parameters given in table 3 only.Gog wrote:The various parts of the model are controlled via texture maps, i.e. there is a diffuse map, and then a reflection map and transmittance map for each layer to define the amount of reflection/transmittance, so this isn't an SSS procedural it's SSS using maps.
tip:OnoSendai wrote:Jay-ko:
Have a look in this thread:
http://www.indigorenderer.com/forum/vie ... start=3660
don't scale it down, unless if normal-based edition. Use negative linear displacement instead on the 'skull' copy, 3-4mm approx.FakeShamus wrote:Copied the head and scaled it down, trying to give it even space all around. then cut of the ears and nose and dug out some eye sockets. Made it a dark red diffuse. The SSS takes a long time to converge with this material, any tips to speed it up?OnoSendai wrote:Good stuff!
How did you do the skull?
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