With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.

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RSS feed Report content Subsurface Scattered Skin and Eye Shader (view original)
Subsurface Scattered Skin and Eye Shader
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Gjsdeath
Gjsdeath

This looks great, the skin is awesome. Is the effect as noticeable on rebels(or is it too expensive to just throw around)?

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QuarterLife Creator
QuarterLife

It's too expensive to throw it around. We use it on story characters and for cutscenes, and then there's two versions of it: Cheap and 'Full'.

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Rukus_
Rukus_

Any chance of an optional shader pack to use on all characters?

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QuarterLife Creator
QuarterLife

12 of 'full' skin shader characters on screen brings a 5970 to it's knees (<10 FPS).

Probably not.

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xalener
xalener

To tell ya the truth, I can hardly see it :s

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Rukus_
Rukus_

Look at the way the light wraps around the model, not the texture.

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xalener
xalener

I know what to look for, mang.... It's just that I don't really see the scattering around where it should be. There's plenty under the chin it looks like, but it's way too subtle on the ears and nose. I assume that this was a test for the shader, not the actual assets that it uses. Maybe there's no sss map... idk.

Maybe the white specular is throwing me off too. Actually that's probably it.

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QuarterLife Creator
QuarterLife

Dl.dropbox.com
Dl.dropbox.com (SSS Irradiance Maps)
Dl.dropbox.com (Early exaggerated in-dev shot)

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xalener
xalener

Ah, that second screenshot. Now that's ******* awesome.

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Lockdown323
Lockdown323

Quite the lazy eye there!

Good job, gives the model a 'warmer' appearance.

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MisterMan123456789
MisterMan123456789

WHY IS FISHMAN THERE?

||

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lowenz
lowenz

Fishing humanity saviours since 2004!

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Description

Subsurface scattering (or SSS) is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material, before passing back out of the material at an angle other than the angle it would have if it had been reflected directly off the surface. Subsurface scattering is important in 3D computer graphics, being necessary for the realistic rendering of materials such as marble, skin, and milk.

Along with that, we've also created a cloth shader, specifically for clothing and fabrics in general. It currently is based on the Minnaert Shading method.

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