Saturday, March 25, 2006

Decomposition


Here you see our awesome skin shader split into passes. The top right image is the regular, diffuse term, and the bottom right is the sub-surface scattering term. Added together, these two passes result in the image on the left: realistic skin with image based lighting.

The sub-surface scattering term is a hack right now and only looks good with daytime environments, when I figure something cooler out I'll write a longer, technical entry about it. Posted by Picasa

You'll find the back of my hand very displeasing!



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Friday, March 17, 2006

More Anisotropic Peeps




I've been messing with anisotropy some more and I finally got image based anisotropic lighting going. Previously it was incorrect (and dependent on a non-existent light vector) but now it's all awesome. Even the normal-mapped version works properly (I think, I can't really tell honestly). Next up I'm going to try straight up blurring of the environment sampling perpendicular to the groove directions to test quality and speed differences. Posted by Picasa

Tuesday, March 07, 2006



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Flight of the Marshmallow Navigator

Here is some image based anisotropic lighting. Anisotropic lighting simulates the effect of fine grooves on a surface such as brushed metal, an LP record, or human hair. Previously this has only been done with Phong shading, but patented quantum Marmoset technology allows us to take it a step further, utilizing image based rendering (yes it was hard).



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