This is probably a terrible question, but i've googled it a dozen times and can't get my question answered.
I'm working on using the Maya fast skin shader, but what i'm after are definitions/examples of each of the individual maps that go into it, what they do, what they should look like ect ect.
Diffuse
Overall
epidermal map
sub-dermal map
bump map (can you use a normal map?)
specular map
reflexion map
backscatter map.
Any and all help is super appreciated !! Thank you in advance
Replies
http://images.autodesk.com/adsk/files/sss-skin-shader-tutorial.pdf
http://eat3d.com/maya_portraits
Overall - This map is determines where the SSS contribution will show. Where the map is white, like the skin of the cheek, you have full SSS. Where the map is black, for instance the eyebrow, or if you paint hair into your diffuse, there will be NO SSS contribution. You can also use % values and color to help with things like lipstick, or powerful eyeshadow, where there will be SOME SSS showing, but not a full amount.
epidermal map - This map shows the layer of fat and vessels just underneath the skin. Many people make this map overall very red, but in reality the fatty contributions should make it overall more yellow. Blood vessels and veins will show as well, so paint them in here.
backscatter map - Determines where the SSS effect is focused, so make it more saturated in the thinner parts of the skin, like the ears.
sub-dermal map - This map determines the deeper stuff, and is typically a darker red, or closer to purple. It depends on how you are going to do your SSS.
bump map (can you use a normal map?) - You can use a normal map. You would be better off using a displacement map, but another option if you feel you are loosing detail is to use a blended material, with normal maps on both blended materials.
specular map - You get both a primary and secondary specular spots. One should be used for tight specular, and another for broad specular. Concentrate specular where the skin is typically the most oily, for instance the nose, or the forehead (t-zone)
reflection map - As it seems. Determines strength at which your model reflects the environment.
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SSSfastskin is okay at default, but it lacks a bit in specular. One good trick is to turn off all your specular in the SSSfastskin, and combine it into an MIA_MATERIAL.
This way you can adjust the specular with physically correct settings, including fresnel and IOR. I believe fastskin is fresnel by default, but it wont allow you to adjust the IOR or other important settings.
That link that retleks posted will get you sorted, amazing info there.
Good luck.
public static void MergePDFDocumentsDemo()
{
string fileName1 = FolderName + "Sample1.pdf";
string fileName2 = FolderName + "Sample2.pdf";
string fileNameMerged = FolderName + "Merged.pdf";
REDocument doc1 = REFile.OpenDocumentFile(fileName1, new PDFDecoder());//use PDFDecoder open one pdf file
REDocument doc2 = REFile.OpenDocumentFile(fileName2, new PDFDecoder());//use PDFDecoder open another pdf file
BaseDocument docMerged = doc1.MergeDocument(doc2);//merge two pdf
REFile.SaveDocumentFile((REDocument)docMerged, fileNameMerged, new PDFEncoder());//save new pdf
think viewport 2.0 is showing a blin shader isntead...
i would also take a look to the new MILA shaders... cause they dont need a lightmap for ss...
they start instant to render... and they are working nicely with unified sampling...
mayas viewport acts crazy when it cant recognize some shaders
It happens a lot when you start using mental ray shaders