03 abril 2013

Skin Shader for Unity (Iteration 1)

Ive been waiting some years until I could start with the implementation of the nVidia approach to real time skin rendering described in the GPU Gems3 Chapter14. But at last! I have to thank Christopher Schiefer and Carlos Macarron for their support and patience.

I couldnt bake the shadows in the unwraped mesh, and probably its almost impossible or extremely hard. This is a huge problem and loses lots of realism :/
The texture space diffusion is working well, although those greens bothers me. For the sub surface lighting I have used very basic and old school stuff and made the thickness map in real time.

Advanced Techniques for Realistic Real-Time Skin Rendering
Real-Time Approximations to Subsurface Scattering

3 comentarios:

  1. Very good job,
    You can also use screen-space subsurface scattering technique from Jorge Jimenez with approximate SSS in screen-space. Could you share your 3D model ?

    1. Thanks,
      Yeah, I checked his work. Maybe in the future ;)
      The model is from http://ir-ltd.net/

  2. Can I have the head model please? I can't seem to find it on http://ir-ltd.net/ :(