Here is the shading network for the robots skin with a few procedural textures that will be replaced by my textures made in either mudbox or just Photoshop. All the skin is similar so they all run through the same SSS skin node, then they are passed through some transparency and refractive nodes to give some surface shaders that use the same network but look different (e.g. there the same but one is more transparent and has refractions). Also as the meshes are different sizes and have different uv scales, using one bump made one mesh relay detailed whereas others were relay blown out and blotchy. To solve this i ran the bump through a switch node that assigns different sized bump textures to there relevant meshes. Overall this way im only using 1 SSS shader whereas with no network id be using at-least about 8 different SSS which laggs when rendering. This might seem over complicated just to save 5 second render time, but over the whole animation it will save a lot of time indeed :D
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