Diffuse and Spectral Colouring
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I'm working on a character who has white skin on her left side and black skin on her right side. Just wondering if there is any possible way to set diffuse and spectral settings based on sides rather than a whole area.
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I'm working on a character who has white skin on her left side and black skin on her right side. Just wondering if there is any possible way to set diffuse and spectral settings based on sides rather than a whole area.
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Comments
Short of creating new surface zones, no...
You can assign geometry to a new surface using the Geometry Editor tool.
Depending on render engine and shader you might be able to use a mask to control the shader, or in any engine and shader combo you could use a mask in the Layered Image Editor to combine two textures for each channel you want to vary (you might want to affect the SSS too, since in humans darker skins block more light). Are you going Star Trekking?
I'm in way over my head. Typically, I use Luxrender, though have been playing with Iray. I see I'm way in over my head, could either of you please give a direction to look. I'm not sure what you mean by going Star Trekking. I'm working on one of several descriptions of Hel from Norse Mythology.
I've started playing with the geometry editor. I can create a new surface (i.e. Black Chest), but is SkinTorso going to override the settings? I prefer to render using Reality, but the new surface does not transfer over. Any ideas?
New surfaces should transfer, since they are part of the geometry. You do however need to be careful to split existing surfaces, the head and body and limbs still need their own surfaces as before for each half as they take different maps (assuming you are using maps and not just flat colour).
The Star Trek comment was because I thought perhaps you were creating the look of a pair of aliens from the original series.