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View Full Version : Question about skin shaders in Maya and Mentalray


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.

SanjayChand
09-29-2007, 02:42 AM
render the spec and reflections as seperate passes. To do this, create a black blin shader an then pump-in your spec and reflectivity maps.

Then comp them in photoshop or shake using the "screen" blend option.

By the looks of it, your reflectivity is too high for the skin. Also, did you plug in a facing ratio into the ramp?

julSan
09-29-2007, 05:05 AM
Thanks for the reply.

I don't have access to my file at the moment, but I believe I plugged in the specular and reflectivity maps to two separate blinns which are both transparent. I also used facing ratio on my ramp and plugged everything into a mix20layer.

I'll try rendering in passes when I get home. Thanks.

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09-29-2007, 05:05 AM
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