Comments: 7
AtheistNation [2013-02-22 23:25:14 +0000 UTC]
you should just be able to plug them into their SSS channels.
try this on each channel: set the filter to quadratic. in the place 2D texture, set the V in the UV setting to -1.0.
do that for each and just mess around with their settings until you get something nice.
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ESKEI-NET In reply to AtheistNation [2013-02-22 23:33:41 +0000 UTC]
Hehe, I didn't know that you can change the setting in Maya. I flipped them in photoshop and it looks like this at the moment: [link] Do you know where can I fit displacement map to misss_fast_skin_maya if I have normal map in the bump already?
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AtheistNation In reply to ESKEI-NET [2013-02-23 01:00:52 +0000 UTC]
you might want to start over, follow these steps and you should be fine:
1. add SSS to model
2. SSS settings- All scatter weight to 0, Scale Conversion to 5.0-12.0
3. In hypershade click SSS, Shift click original lambert, click the input/output button to open up the hypershade graph at the bottom. click lambert attached node, in shading group attributes tab click displacement map checker, click file, click the folder, load displacement map, filter type OFF, click LMB tap (Place 2d Texture) repeat uv (1.000) (-1.000)
4. click SSS engine tab in the hypershade graph, load displacement map, filter type off, in the color balance tab look for "Alpha offset" in the number box add this algorithm precisely: =-1.0*0.5*file#.alphaGain
5. where it says file number in the algorithm, replace the # with the file number at the top of the attributes editor.
6. in the Alpha gain, set it to (.700) if you are using maya 2013 set it to (0.0)
for the rest just do what I told you before.
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ESKEI-NET In reply to AtheistNation [2013-02-23 17:13:32 +0000 UTC]
Thanks for the advice, I will do as you say as soon I finish his dentures XD and update you with the result!
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