Hey mike I know from looking at the Sphere render there it really doesn’t look interesting, but the whole reason i’ve even bother for this shader was that it comes with 2 data sets of actual measured human reflectance data. which in the presets are “caucasianMale” “indianMale” or in MR shader its specoutput “5” and “6” if one had the proper studio you could measure the reflectance data of any material in the world and apply those into the shader. really its a 27 controllable coffients in the shader but i’ve block these from the user since it would be pointless to just randomly input numbers and hope to get nice results. So i just put 7 famous defaults in to the shader, which are bluePaint, grayPrimer, redClay, blackFelt, blueFelt, caucasianMale, and indianMale. But mainly the shader is an extremely fancy 3 blinn shader which works from the measured data inputed into. So back to the skin specular reason I first mention up top, a simple image looks decent esp for skin but when your doing an animtion or the light moves the specular reflectance acts like that object so for skin you’ll notice that at the glancing angles you’ll get the proper results like real skin spec. With out having to come with a whole network of specular’s to capture that effect, It will capture the higher spec at glancing angles and capture the color change in the specular color, even captures how skin anisotropic in certain areas. Pheeewwww well i hope with all that said i hope you can find some use for it like i have.
these are 2 test renders of a skin shader i’ve been working that have my own SSS effects and own specular components plus the lafortune specular to capture a more realistic specular component.