Beyond The Horizon

Wednesday, January 7, 2009

Subsurface scattering (SSS)

Simplest variant:
SSS = Fresnel * (LightAtt) + LightDiffuse + LightSpecular
With SSS:























No SSS:











 


Автор: IronNick на 13:25 4 comments:
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IronNick
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My name is Nikolay Partas, I'm a Senior Graphics Developer
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