Realtime Skin Material in Blender with Sub Dermal Scattering!
Uploader Comments (eedobaba7726)
All Comments (14)
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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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Tutorial please?
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kinda looks like ryan styles
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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?
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Hey can you put the blender up or a tut cuz i wanna test this with the new 2.5
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How does the subdermal scatter layer work? I've been experimenting, I just can't figure it out.
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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...
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Shame it doesn't work in realtime. Did you try it in 2.5's GE? There's always the chance...
Anyway, great job!
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Pretty cool :)
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@eedobaba7726 ahh, thats a real shame, it would look outstanding if this was used in a Render or the Game engine.
omg,this is bloody amazing!=O
will you be showing this in your tutorial?
DerangedGames 1 year ago 2
@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 1 year ago