Okay! Question time on things to do within RedSpec.
1. Adding tattoos. The texture I originally used MH Skin Blender, so had an alpha for the tattoo itself. How would I go about adding it to a material node?
2. Changing Bleed through color. Normally that is red, but for one of my characters (one with a blue skin) I would like it to be a different blue, otherwise she looks like she's got a red nose.
If you haven't created tutorials on these kinds of things, I tell ya, they would be MUCH appreciated by the customers!
Thanks guys! I am loving what it does so far!
Questions
Moderator: TRRazor
Sorry about that! Poser version. Poser 11. I figured out the transmission color by experimentation last night but I have another related question. Is there a fast way to have that transmission color spread throughout the entire figure instead of changing one part at a time?
As you've already found out, you would have to change the transmission color RGB to something more blue-ish.
And no, this cannot be changed for all materials at once - sorry.
For the first problem I don't really have a solution, as I've never worked with MH Skin Blender.
Could you show me a screenshot of the Poser material room after you've worked with MH Skin Blender so I can see what it does?
Thanks in advance
And no, this cannot be changed for all materials at once - sorry.
For the first problem I don't really have a solution, as I've never worked with MH Skin Blender.
Could you show me a screenshot of the Poser material room after you've worked with MH Skin Blender so I can see what it does?
Thanks in advance
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
It has two nice features. It allows tan lines to be added and it allows tattoos to be added. The end result is the same. It "adds" the tan texture to the base texture, then "subtracts" the alpha of the tattoo from that. Here's a screenshot of the relevant part. It's hard to see, but the tattoo is a small white bit in the black. Technically, you can also do color tattoos with this, but I believe they must be inverted.
Thank you for posting the screenshot - it made it all clear.
Unfortunately, the current shader setup won't be able to provide a solution in this case, as it would be too complex to accomodate it into the current shader mix.
It could - however - be reproduced by using mix materials in OctaneRender. This is something that would have to be done with the Diffuse channel, by seperating it into two different channels (one for the skin and the other one for the tattoo).
I'll see if I can provide a quick-and-dirty tutorial accomplishing this.
Unfortunately, the current shader setup won't be able to provide a solution in this case, as it would be too complex to accomodate it into the current shader mix.
It could - however - be reproduced by using mix materials in OctaneRender. This is something that would have to be done with the Diffuse channel, by seperating it into two different channels (one for the skin and the other one for the tattoo).
I'll see if I can provide a quick-and-dirty tutorial accomplishing this.
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
- gamersglory
- Posts: 7
- Joined: Wed Nov 29, 2017 7:24 am
Is there a Way for RedSpec to make a plug-in that converts Iray textures to Octane textures using the Newly open sourced Nvidia Material Definition Language (MDL) that way we could more easily use the Daz/Poser plug-ins to octane without the extra work
@gamersglory
You would have to ask that question again in the regular OctaneRender for DAZ Studio-plugin board, since we (the developers of RedSpec SSS) do not develop the plug-in ourselves.
You would have to ask that question again in the regular OctaneRender for DAZ Studio-plugin board, since we (the developers of RedSpec SSS) do not develop the plug-in ourselves.
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM