SaltyCowdawg wrote:Looking at the two speculars I am not sure I understand what you are doing. Seems you're using the output of the Fresnel input node as a color to be mixed with the specular color? How does that work?
Hey,
The way it's working is using the grayscale colour value of fresnel, and
multiplying with the color of the specular map. So its using colour of the gloss shader is the "strength" of the reflection effect.
The deepest shading node is taken from another example of a sum of gaussian based SSS shader. I basically encapsulated that into my own.
I use my sweaty map in another thread to add sweat beads. It is to be "added" with the bump channel to make the sweat beads bump out.
I use the a tan map I quickly painted in blender, but it can also be used to add freckles. So I combine a voronoi noise texture with color ramp to make tiny dots, and apply them to the tan map channel. Note that the tan map only affects the top and second layer of the skin (perhaps should only affect the top).
And I'm not 100% sure but I don't see why the middle layer should be different colour for different skin type. As far as I am aware, the darker skin is only on the top layer caused by melanin. That being said, in practise, I used the top 2 layers (tan map).