Final Skin shader
As promised by O2, my broadband internet was activated on friday. I’m done with the skin shader but still haven’t given up on Mono.
I took the liberty to take some screenshots of the several steps required for the final composition. The only step I didn’t bother to implement was the translucent shadow maps which are used to simulate light transfer through thin regions such as ears. The RenderMonkey project is available here; it includes the media files created by johny.
The diffusion profiles:
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The composition of diffuse, sum of diffusion profiles and specular:
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Comparison of a basic shader (left) with the skin shader (right):
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Final result in high resolution:
Note that the seams are back because I added support for shadow maps and that basically killed my initial workaround. This issue could be addressed through the use of a spherical parameterization.









Cool stuff Diogo
I would maybe even make the scattering effect more exaggerated!
And don’t trust that loser johny!
Thanks mate! I tried to use the same params used in the article but there’s a variance scale value exposed in the RenderMonkey project for that purpose.