Re: 100% Heisenberg
Posted: Thu Jun 13, 2013 4:27 pm
Thanks, I will try that out. I tried recreating the settings used in the skin shader, but I couldn't get it to look like the one you shared, I am using Octane in Max, and the Material options are somewhat different from the standalone. Do you mind sharing you skin shader so I can recreate it for Max? or if you have an idea, on how to do the skin setup for the plugin version in Max, kindly share it.xxdanbrowne wrote:So I figured out how to do the hair:
Assumption the mesh is polygonal strips with transparency maps and hair colour maps.
What you do is this:
export the obj file from whatever modeling software and include all the materials.
When you import the .obj into octane your mesh has input nodes for the various materials which correspond to the layers of hair strips. Each of the hair strips has an associated color map and transparency map. Go through them one by one, assigning a glossy material to each one. For the color texture set the texture to image and choose the corresponding color map. Additionally in each glossy texture for each layer assign the transparency maps as images to both the bump and the opacity slots. Also set the normal to 0.14.
The settings are by no means perfect but at least they render in something like a semblance of hair instead of solid wood.
Now to figure out how to do eyes...