Tuesday, 5 May 2009

Shading networks


The shading network above is a downloaded skin shader that I have doctored to fit my character. The file came without any colours or ramps, so basically I just filled the texture boxes with procedural textures. The shader basically comprises of a rim shader made form a lambert linked to surface luminance, and a ramp which distinguishes the placement of the surface luminance to the rim of the texture, this is based on light facing angle. Added to this is a bump for which I just used a softened fractal. There is still space in this shader for me to define some specular highlights because I haven't filled the network with all the texture space it can take. The problem with this idea is that my character is almost completely naked so any painted map would show up his seams, where as the procedural textures I used keep him seamless. I may add a specular pass in later on but for now my focus is animating.

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