I have been reading a lot of articles on skin shading in Softimage in various blogs/forums. A lot of people have said a lot of things and a lot of meaning has been lost in technoblabber. Being new in skin shading, a lot of it did not seem to make sense at all. A lot of the posts are also pretty old, so it is difficult to figure out which problems have been fixed since and which haven't been.
I am trying to make skin for the head I modelled here:
viewtopic.php?f=24&t=517
Instead of endlessly experimenting with the shader with the render region, it would make much more sense to get all the passes rendered out so that they can be comped back together in post. If all light, specular and scattering contributions can be rendered separately, then life can get a lot simpler. After looking around for quite a while, I found the Split SSS fast skin v2:
Code: Select all
http://sjannuz.com/sj_sss/sj_sss_fast_skin_lightmap_v2.spdl
http://sjannuz.com/sj_sss/sj_sss_fast_skin_material_v2.spdl
Watching the Gnomon DVD, where Ben Neall uses the Nexus shader to render out all sorts of possible passes almost effortlessly, I am very much curious to find out if any smart method of isolating light contrbutions and scattering contributions exists so that one can tinker with them in post and find the skin composition that looks best.
Any suggestions, guidance, thoughts would be very much appreciated.
Thanks in advance.