question for surfaces tab/skintone experts (or anybody else!)
jardine
Posts: 1,219
this is an iray + dual lobe surfaces question.
so...if you really like the way a character's skin or an object's surface look in a non-white/non-neutral lighting setup, how would you modify the skin or object surface to give the same look in white/neutral light?
i'm guessing that you'd want to tweak the color of a surface channel that's set up (or can be modified) to scatter/transmit.
the scene i'm experimenting with now is primarily lit by emissive firelight props, and i have their light temperature values set up to be in the same ballpark as the emitted light color, so getting those colors is pretty easy.
i've also thought that i could drop a neutral-white primitive into the scene, render it, and then sample the rendered color for a color value.
but where in my skin and object surfaces tab should i plug that value in, when i've got it?
i could work directly on a diffuse channel image in photoshop, i guess, and stack a 'multiply' layer of that color value on top of that base texture map. but it seems like i should be able to do the trick in the surfaces tab without having to mess with seven image maps.
any ideas and suggestions will be welcome and very much appreciated. thanks!
j
