Fake Subsurface Scattering In Source
Автор: NvC_DmN_CH
Загружено: 2022-02-08
Просмотров: 47275
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I can't make a proper tutorial on this but hey am happy if someone finds this useful.
I'll do my best to explain how this works for the monkey one:
There are 2 identical meshes, but there is no z-fighting because the rendering order is defined in the qc.
The first mesh has a regular material.
The second mesh is rendered ontop, it has the same texture as the first mesh, but its transparent. Its visible where the fake SSS effect is. For the alpha, I baked an AO with inverted normals (to make sort of a "thickness map", so the darker it is, the thinner the mesh is), and then inverted the colors.
It all comes together because of the custom $lightwarp texture (applied on the mesh with the transparency), which makes it brighter than usual when lit from behind too.
All the content is here: https://www.mediafire.com/file/2w0svb...
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