Added: 1 year ago
From: eedobaba7726
Views: 6,489
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  • Tutorial please? 

  • kinda looks like ryan styles

  • Ok, so I'm working on a similar shader. The one BIG question I have: How are you getting the light to wrap past 90 degrees in your subdermal scattering layer? It LOOKS like you're just using a standard material, but in all my tests, light only wraps to 90 degrees around a sphere.... how are you getting it to wrap further?

  • Hey can you put the blender up or a tut cuz i wanna test this with the new 2.5

  • How does the subdermal scatter layer work? I've been experimenting, I just can't figure it out.

  • eedobaba7726 Could u please give me the shader (.blend) I want to use this shader as a paper for the UDK community for a remake :) pleaaaase :) it looks very good indeed!.. I have no Idea how u made the Light scatter around the Model...

  • Shame it doesn't work in realtime. Did you try it in 2.5's GE? There's always the chance...

    Anyway, great job!

  • Pretty cool :)

  • omg,this is bloody amazing!=O

    will you be showing this in your tutorial?

  • @DerangedGames yeah, plz a tut

  • @DerangedGames

    I would, but it's still totally impractical. A: It won't work in BGE. For some reason, world normal maps were never coded for that, which makes the scattering not work. Gets some crazy graphical glitches when I try. B: It doesn't render either! I haven't figured it out, but it neither renders in the ge or blender internal. I don't get why certain features are coded differently for the viewport glsl, but I still am working on it.

  • @eedobaba7726 ahh, thats a real shame, it would look outstanding if this was used in a Render or the Game engine.

  • @DerangedGames

    1. add a camera data node

    2. connect its 'view vector' output with the 'normal' input of the shader node

    done! you can tweak the material further using ramp

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