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>> No.382586 [View]
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382586

>>382585
IT's very simple to operate. Front color is the color of the light that it reflects. Back color is the color that refracts (travels through) the surface.
The diffuse is where you put your texture image. Though I'd use a layered shader for make up. The assorted weights are how much of that color is applied in the end. It's a shortcut.

In Algorithm control we have the settings for light penetration. The radius determine what color a light ray makes depending how far it's traveled through the mesh. I don't really know how it works, but the higher either value the more dominant the front or back color. More importantly is the scale conversion. That sets the over all scale. So if you model really big make this value higher if the parts you want to be translucent are shining through, and smaller if the parts you want opaque aren't.

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