» lambSkin
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effect point-light translucent


A lambertian-like surface with light "bleed-through" -- appropriate for soft translucent materials like skin. The "subColor" represents the tinting acquired by light diffused below the surface.
Set the "rollOff" angle to the cosine of the angle used for additional lighting "wraparound" -- the diffuse effect propogates based on the angle of LightDirection versus SurfaceNormal.
Versions are provided for shading in pixel or vertex shaders, textured or untextured.


22.06.10 [15:31 UTC] by dottore | 1013 downloads

DiMiX 22/02/2017 - 01:07

anyone with DX11?

colorsound 22/02/2017 - 11:50

HI , I tried porting in here sometime ago from nvidia examples, dx11-modules-and-shaders-addition-ii, not sure how well it works

DiMiX 22/02/2017 - 17:45

Thanks. It's working. Any ideas how to get "SUB SURFACE SCATTERING" look with "bleed through" color?

mburk 22/02/2017 - 20:21

This depth map approach looks promising and relatively easy to implement: http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html

anonymous user login


~3min ago

joreg: @Tamoeba odd if so. so you don't have an LFO or MonoFlop node

~21h ago

sagishi: any vvvv wizardry going on at ADAF in athens this week?

~21h ago

vux: Freshly released, DirectX11 v1.3 directx11-1.3-update

~2d ago

weareallclowns: has anyone used avr-gcc with vvvv? thinking about uploading a vvvv sketch to arduino

~3d ago

motzi: @udo2013: you can't change the resolution of the standard DX11 renderer (res=window size). use temptarget renderer + preview instead

~3d ago

Tamoeba Kale: Is it possible that i am missing thew whole "animation" category nodes? how?

~4d ago

udo2013: hello. is there a way to change the fullscreen resolution of renderer dx11? found no possibility + can not be opened.

~4d ago

tekcor: @joreg vl.glTF loader looks intense inside, but is red in b36.

~5d ago

MultiNIL: @joreg sure!

~5d ago

joreg: @MultiNIL supa! can we have this as a gallery entry? 24