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Our approach for realistic skin as real-time shader and our Roadmap for 2012. And we decided to release [w]tech as Freeware...

Posted by unrealer2 on Jan 2nd, 2012

Realistic Skin

One of the current challenges of real-time graphics is to simulate realistic skin. If you just handle skin as it were a normal object like a stone it will look like a stone. Skin modulates the lighting, it eliminates hardness and the flesh beneath it absorps light and reflects it in a different color. We have made a practical approach, maybe you know the term "SubSurfaceScattering". We are faking this effect very expenssive effect with low need of perfomance. Everything is done in the skin shader: At first we catch the direct lighting and blur it, while the edges are saved from bluring. Then we modulate the color of the lighting and apply it to the skin.

As you can see on the third screenshot, details are still intact and can be used for the specular lighting. We only blur the lighting, not the whole shader.


This is our roadmap for 2012:

In addition a small timeline which should illustrate the order of our releases. Because this graphic is about releases, [w]tech 0.18 and 0.19 are not listed. These are internal milestones.

Whereas we have decided not to release the source code, we made the decision to enable you to use [w]tech for non-commercial projects as well as for commercial ones without financial charge. So in fact,

[w]tech will be released as Freeware!

Bermuda - Skin Shader

Post comment Comments
_1dt3k_ Jan 3 2012 says:


+6 votes     reply to comment
moci Jan 3 2012 says:

Looking good.

+1 vote     reply to comment
AVittoz Jan 3 2012 says:

Very simple but effective, well done!

+1 vote     reply to comment
Jok3r098 Jan 3 2012 says:

if its free why no source?

+1 vote     reply to comment
soile Jan 3 2012 says:

Looks too mushy.

+3 votes     reply to comment
unrealer2 Author
unrealer2 Jan 4 2012 says:

Another screenshot with much more specular lighting:

+1 vote   reply to comment
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