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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Add media Report RSS Subsurface scattering (skin) and Cloth shader (view original)
Subsurface scattering (skin) and Cloth shader
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DrHammer
DrHammer - - 84 comments

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

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Ark11
Ark11 - - 47 comments

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

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QuarterLife Creator
QuarterLife - - 163 comments

He's just a demo I'm afraid.

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scart-
scart- - - 525 comments

Easter Egg it is then, amirite?

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MrtwovideoCards Author
MrtwovideoCards - - 660 comments

Nope.avi

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mt2k
mt2k - - 13 comments

MISSING INFORMATION AND C17 EPISODE 1 ARE STILL NOT DONE YET.

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mt2k
mt2k - - 13 comments

He couldn't be in the mod mostly because of voice actors

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Rukus_
Rukus_ - - 660 comments

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

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xalener
xalener - - 1,605 comments

inb4 it shows up in ep3..

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

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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.