julSan
09-24-2007, 09:07 AM
I watched the free gnomon tutorial on creating skin shaders in maya and was able to set up my first skin shader. Now my problem lies with achieving the fresnel effect. I did as the tutorial said and mapped a ramp to the reflectivity, but still can't get it to look even remotely as it should.
http://i200.photobucket.com/albums/aa202/gray_111/headgi.jpg
I thought it was a lighting issue, so I changed it up a bit. But then I realized that the planes that I set up which were used for reflections is being reflected by the skin in a really nasty way. It's more evident in the dark area of this render:
http://i200.photobucket.com/albums/aa202/gray_111/headlight.jpg
note the nasty reflection on the jaw
How do you go about setting up the fresnel effect for skin shaders?
And on another note, how does one go about setting up a decent looking skin shader that will render nicely in a standerd software renderer? Is it only a matter of having good quality color, bump and specular maps?
Thanks in advance. I'm still pretty new to texturing, rendering and all of that.
http://i200.photobucket.com/albums/aa202/gray_111/headgi.jpg
I thought it was a lighting issue, so I changed it up a bit. But then I realized that the planes that I set up which were used for reflections is being reflected by the skin in a really nasty way. It's more evident in the dark area of this render:
http://i200.photobucket.com/albums/aa202/gray_111/headlight.jpg
note the nasty reflection on the jaw
How do you go about setting up the fresnel effect for skin shaders?
And on another note, how does one go about setting up a decent looking skin shader that will render nicely in a standerd software renderer? Is it only a matter of having good quality color, bump and specular maps?
Thanks in advance. I'm still pretty new to texturing, rendering and all of that.
