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Marco_105 wrote:I upload a teeth material, I hope thsi can be useful in BL and MH, I put a lightsphere for it. Even I don't found the right ligtsphere for that, not so shiny but works.
punkduck wrote:Since also the standard skins normally are presented with a litsphere in MakeHuman, we should change all standard teeth from phong shading to litspheres ... (looks better, I believe).
punkduck wrote:To make it perfect, teeth and gum need two different materials in Blender.
Marco_105 wrote:It's look good. But depend of detail you agree to allowed to that business. Lot of details, lot of time to wait for your mesh, no ?
I was hoping to find a way to make both the teeth and the gums be slightly transparent where they are thinnest. But Blender materials seem to describe the surface independent of the depth of the material behind the surface. I don't know how to make something like a cloudy substance that is transparent when thin and more opaque when thicker, what I normally would think of as translucent. Perhaps it suffices to just "paint" the darker shading at the thin points into the diffuse texture? Since it gets rendered back to an image anyway it shouldn't make much difference, especially where there is no light source behind the teeth.
Marco_105 wrote:For me it's sound complicate for nothing except if you want a perfect close rendering !
BL be able to rendering in transparent and translucency, you have SSS shading but it's cost a lot of rendering time !
You have also the possibility of reliable texture to shader in the way you don't want the shader in some part specifically, and finally the crevice paint which allow you to paint some part of your mesh.
yes, you have enought tools in BL, I think so.
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