piajartist
03-03-2010, 07:21 AM
So Ive been doing tests with a bust with maya fast SSS skin in a HDRI lit scene with final gathering. I have two spheres pushing high irridicence for lighting reasons (no lights, mental ray, maya 2009)
Here's my problem:
I can't seem to get the specular attributes to work with my SSS shader or when i connect a transparent blinn to my JSmultilayers shader. No matter how high or low the settings are on, say the Eccentricity, or specular color the brightness of the skin is the EXACT SAME. The only time i can get some kind of visible change is when i turn on reflectivity in either SSS specularity options or blinns specular options. So unless i connect my Specular map to the reflectivity slot i cant even see my specular map detail.
And im not liking the reflection results since im getting a glossy/glass look in the wrong kind of way.
Im not sure if this has something to do with the fact that im using FG indirect illum only....scratching head..
thoughts?
Here's my problem:
I can't seem to get the specular attributes to work with my SSS shader or when i connect a transparent blinn to my JSmultilayers shader. No matter how high or low the settings are on, say the Eccentricity, or specular color the brightness of the skin is the EXACT SAME. The only time i can get some kind of visible change is when i turn on reflectivity in either SSS specularity options or blinns specular options. So unless i connect my Specular map to the reflectivity slot i cant even see my specular map detail.
And im not liking the reflection results since im getting a glossy/glass look in the wrong kind of way.
Im not sure if this has something to do with the fact that im using FG indirect illum only....scratching head..
thoughts?
