bjb3812
06-03-2007, 09:06 AM
Hey Guys,
What I'm trying to do is assign multiple misss fast skin shaders to selected faces on my character. I am not using UV sets, all the UVs are on the same set, (for example, I have the front of the face taking up 0,1 on the UV grid, the chest taking up 1,2, back 2,2, etc so each major body part takes up a spot on the UV grid, so I can achieve a higher resolution of textures, rather than putting everything in the 0,1 space and making a 30,000 x 30,000 pixel texture, which would be asurd. So i've created a misss-fast skin shader for each part of the body and each has a color and bump texture mapped. So i select the faces that i would like to be a part of the shader and assign it. The SSS shader works fine if I just assign it to the entire mesh, but as soon and I try to have multiple shaders assign to different poly faces of the same mesh, things start looking strange - either everything turns black, or one of the shaders work, and the other doesn't.
I think it's an issue with the lightmap or maybe the mulitple shading groups, and wondering if I'm supposed to use just one lightmap for the entire model, or a lightmap for EACH shader. The same thing for the MR texture node that gets connected to the lightmap. If so, does anyone have any idea how to connect these in the hypergraph?
If this sounds confusing, a more simple approach to think about is say I have a sphere, and 2 SSS shaders - i want half the sphere to have shader one on it, and the other half shader 2. Any ideas on how to set this up, if it is even possible, would be greatly appreciated.
Thanks!
What I'm trying to do is assign multiple misss fast skin shaders to selected faces on my character. I am not using UV sets, all the UVs are on the same set, (for example, I have the front of the face taking up 0,1 on the UV grid, the chest taking up 1,2, back 2,2, etc so each major body part takes up a spot on the UV grid, so I can achieve a higher resolution of textures, rather than putting everything in the 0,1 space and making a 30,000 x 30,000 pixel texture, which would be asurd. So i've created a misss-fast skin shader for each part of the body and each has a color and bump texture mapped. So i select the faces that i would like to be a part of the shader and assign it. The SSS shader works fine if I just assign it to the entire mesh, but as soon and I try to have multiple shaders assign to different poly faces of the same mesh, things start looking strange - either everything turns black, or one of the shaders work, and the other doesn't.
I think it's an issue with the lightmap or maybe the mulitple shading groups, and wondering if I'm supposed to use just one lightmap for the entire model, or a lightmap for EACH shader. The same thing for the MR texture node that gets connected to the lightmap. If so, does anyone have any idea how to connect these in the hypergraph?
If this sounds confusing, a more simple approach to think about is say I have a sphere, and 2 SSS shaders - i want half the sphere to have shader one on it, and the other half shader 2. Any ideas on how to set this up, if it is even possible, would be greatly appreciated.
Thanks!
