» 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 | 1004 downloads

DiMiX 22/02/2017 - 00:07

anyone with DX11?

colorsound 22/02/2017 - 10:50

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 - 16:45

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

mburk 22/02/2017 - 19:21

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

anonymous user login


~14h ago

joreg: another release candidate is out for the weekend: beta36-release-candidate #vvvv please test and report!

~2d ago

microdee: I realized that I will just do those updates on separate branches, Still stay tuned...

~2d ago

microdee: I'm making mp.* packs CI and release friendly. Meanwhile vpm downloads might not work with them for a bit. Stay tuned...

~2d ago

~3d ago

karistouf: thank you joreg

~3d ago

joreg: good to hear!

~3d ago

Xini: the old problem was the renderer on a second screen freezing when fullsize, under certain conditions which i can't remember now...

~3d ago

Xini: @joreg now i got hold of a projector and i tested, should be fine! :D @joreg

~3d ago

joreg: i'm not exactly sure what "old problem" you're talking about. have you tested if it still exists?

~4d ago

Xini: tx @joreg . Do you think it's better for me to install a 32bit version of vvvv, or is there another workaround for that old problem?