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:

diffusion_profiles1

The composition of diffuse, sum of diffusion profiles and specular:

composition_steps

Comparison of a basic shader (left) with the skin shader (right):

comparison21 comparison3 comparison1

Final result in high resolution:

skinbigspec

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.

Comments (2)

MoPMarch 22nd, 2009 at 17:53

Cool stuff Diogo ;)
I would maybe even make the scattering effect more exaggerated!
And don’t trust that loser johny! :D

diogoMarch 22nd, 2009 at 19:00

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.

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