BB makes/made amazing skin shaders for Poser. He often (if not most of the times) uses a turbulence node, instead of a bump map. Did anyone try this out with Octane and their V4 figure(s)?
I played a bit with it over the weekend, but I have to admit, I haven't found out a right, or good setup yet.
I always get confused with the Octane turbulence node. Which version of the node to use (the 1, 2 or 3 float version with the x, y, z directions for the effect) and into which bump channel to set it up, when having a mix material, like diffuse and spec./glossy, since all of these materials are having a bump channel.
Thanks, Paul. ... and where would you suggest setting up the bump, when having something like a mix material with diffuse + glossy, or diffuse + spec.? In both mats? or in just one?
About the scales in Octane .. Poser, for something like bump or displacement, is much easier for me to understand. In my job, I have to use metric volumes on a daily base. So I can set up Poser to use something like millimetres for example, set the bump value to 0.5 and have a clear sight, of "how much" this value is. Octane is much more unclear for me, with it's 0-1 range ... But it's all good .. and I can't wait for the Titan I'll order soon =)
Over at runtimedna.com forums, in the official one for P9/PP12, he demonstrated various skin set ups. If you search by the user "Bagginsbill", you'll eventually find it. Later then BB's shader made it's way into Snarly's "EZSkin2" skript (http://snarlygribbly.org/3d/forum ) . So with one push-the-button, these complicated shaders will find their ways into the different (V4-) mat.zones. ...EZSkin(2) is such a must have for Poser, imo.
... and where would you suggest setting up the bump, when having something like a mix material with diffuse + glossy, or diffuse + spec.? In both mats? or in just one?
I ended up putting it in both mix inputs (ie. the diffuse and the glossy). I worked out the approx values first using just the standard glossy skin shader. I don't think I ever got to the point of "that's it!", otherwise I would have documented the final values here.