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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media Subsurface scattering (skin) and Cloth shader (view original)
Subsurface scattering (skin) and Cloth shader
view previous next
Share Image
Share on Facebook Tweet Email a friend
Embed Image
Post comment Comments
DrHammer Dec 6 2011 says:

Interesting... of course the description makes me want milk to be in the mod now...

+6 votes     reply to comment
Ark11 Dec 6 2011 says:

That fisherman better actually be in the mod and not just be used in this demo.

+2 votes     reply to comment
QuarterLife Creator
QuarterLife Dec 6 2011 replied:

He's just a demo I'm afraid.

+1 vote   reply to comment
ScarT- Dec 7 2011 replied:

Easter Egg it is then, amirite?

+3 votes     reply to comment
MrtwovideoCards Author
MrtwovideoCards Dec 10 2011 replied:


+1 vote   reply to comment
Rukus_ Dec 7 2011 says:

The fisherman was an odd character. I wish they would have expanded on Lost Coast, it seemed like an interesting town.

+2 votes     reply to comment
xalener Dec 7 2011 replied:

inb4 it shows up in ep3..

Well, the ******* world will end inb4 ep3, so that doesn't matter.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only


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.

Image Details
Dec 6th, 2011
Embed Thumb
Report Abuse
Report media
Add Media
Members only