I did a little demo for you using Digital Emily. The first head (left) is the original with no adjustment. Then the four others are using HSV to adjust the color map. Each with saturation and value as percentags are
#1 Original
#2 sat 70, val 110
#3 sat 120, val 85
#4 sat 110, val 50
#5 sat 130, val 20
View attachment 3823
Some great information here. Thank you Lyne and bagginsbill, this has helped immensely!
So I ran EZSkin3 on Dusk, and felt like it lightened up his skin tone more than I wanted, so I went in a played with the HSV values for skin. That worked great except his lips stayed the same, except for looking pinker in comparison to the rest of his skin. No problem, I thought, I went into the option for the lips to adjust the HSV their to be the same and . . . there was no HSV for the lips.
I figured it out eventually, in the lips settings Intensity works for Value and Specularity works for Saturation. But I thought it might not be obvious to others, that if your lips end up not matching after you change the HSV these are the values to make match.
View attachment 5342
Yes I found the exact same as I am working on converting my Rodrigo for Dusk to Superfly. I ended up using pretty similar settings. But huh.. I do have HSV for his lips...but then again I did change a lot on the original Firefly MATs for Rodrigo.
Why isn't Alisa ever around when I need smelling salts? ~swoons and falls over in a dead faint~Here is Rodrigo as of today in SF.
Thank you Richard, you're a life saver.*waves a chocolate truffle over Miss B's nose*
...I too am working on figuring out how to tone down the spec a little amongst the spaghetti Here is Rodrigo as of today in SF. A little bit of tweaking to go ...
The default EZSkin 3 shader uses the Blinn node for specular reflections.
The significance of each Blinn node parameter is this:
Eccentricity = roughness. Higher values will cause the specular to be blurred, even to the point where the specular effect might be hard to discern and it loks like just a general brightening of the surface. Lower vales will result in sharper, concentrated specular effects.
Reflection = Strength of reflection. Capped at 1.0 for maximum reflectivity. Zero would mean no reflections at all.
SpecularRollOff = Reflectivity of front surface in the fresnel equation. If you know the IOR of a material, use the 'Calculate RollOff from IOR' button and enter the IOR value - it will tell you the equivalent RollOff value to use in the Blinn node (Or EZSkin 3 RollOff setting).