Started by Hannes, January 11, 2017, 11:58:06 am
Quote from: Dune on April 02, 2019, 10:30:57 amWell, I used Zamazar to convert rar to zip now. Usually rar's open fine at my end (winrar), so it must be an odd one
Quote from: David on August 18, 2019, 05:49:12 pmHi everyone, I'm a TG newbie and am looking for some help understanding shaders, please. I want to shade a metal object but am finding that my Substance Painter maps don't seem to work in TG - or am I doing something wrong? Any help greatly appreciated including the basics of inserting tgc's into the pipeline. Thanks.
Quote from: Hannes on October 22, 2019, 05:43:58 amHere is a subsurface scattering skin shader for the latest release (4.4.40), that should work on every real world scaled head. There are two image map shaders included: one for the skin texture (if you want to use your own texture, set the density colour of the glass shader to white and connect the image map shader to the volume colour function). If not, you can delete the image map shader.The other one is for a displacement (or bump-) map. It should go into the surface layer's displacement slot, since the glass shader has no displacement function. The surface layer has "Apply colour" unchecked and is only the carrier for the displacement. I think it's more versatile than just adding a displacement shader after the glass shader. Of course you need to use the path tracer!!
Quote from: Hannes on October 22, 2019, 05:43:58 amHere is a subsurface scattering skin shader for the latest release (4.4.40), that should work on every real world scaled head.
Quote from: Hannes on January 12, 2017, 03:35:51 amCool, Fleetwood!! Yes, sticky would be great. At the moment I am thinking how this could be organised. Some sort of a library, where everyone can contribute and find materials easily. Btw, I just wanted to mention that my reference object has about the same size like Fleetwood's. Makes things easier.even the human props you dropped in look amazing Hannes