Sorry for resurrecting a dead thread, but I have this problem as well, and I don’t understand any of this.
ADM, I’ve read your UE2 tutorial multiple times and it doesn’t address the whole “all surfaces black silhouettes” issue at all, I even ran a search for “black”. I also searched for “normals” and it’s NOT EVEN ADRESSED?!?!?!?!??! in your tutorial.
I don’t understand what a normal is, and why UE would need nearly every model to have them reversed just to be functional. I’ve looked up glossaries and the like for “normals” kmany times, and I still can’t wrap my head around it. Maybe if there was a description of them with visual guides? (but absolutely not a video!!)
The neon UE light does the exact same thing.
I’ve also read stuff (maybe not necessarily UE-related) about diffuse, specular, and ambient-type lights—what are those and how does one create them?
Also, slightly different subject, but how come there are almost no recipes for the Ubs and SSS shaders outside of skin? Nobody has tutorials for creating SSS for snow, UbS anisotropy for hair, SSS for teeth, or anything, it’s just skin, skin, skin or UE, UE, UE… I know there are loads of people out there who know how to create these things, yet all that’s out there is skin or commercial products, and even the latter is pretty limited… There are quite a few HSS shaders for various surfaces out there, yet very few for the UbS or UbS2…
Oh, while I’m remembering: what is the Photon node/dial in the DAZ glass and chrome shaders? (i.e. what foes it do)