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.
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