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Old 03-12-2008, 05:56 PM   #46
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Sweet!
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Old 05-12-2008, 10:49 PM   #47
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Alright, here it is. The big one. My skin shader. Or as I like to refer to it - my "Adjustable Light Curve Shader."

Shader_Donze_Skin.fx

Shader_Donze_Skin_NoShadows.fx


So, this has all the same features as the other shaders, but with lots of cool new stuff. And because its some pretty heavy stuff, I've made a little tut to help you all understand whats going on under the hood.

To start off with, you need a very basic understanding of how realtime lighting is calculated. Take the following example. A simple sphere with a single spot light off to the right:




Notice the nice smooth shading. The brightness of any given point along the surface is calculated by finding the Dot Product of the light vector and surface normal vector. You don't need to know what that means or how it works, but its good to know what the result is. The Dot Product will yield a value between -1 and +1. It will be -1 for normals facing directly away from the light... +1 for normals facing directly toward the light..... 0 for perfectly perpendicular normals....so on and so forth. It all sounds super complicated, but here's a simple illustration to help you visualize:




Right in the middle, there is a 0 value, or what I call the "dark point," where the color reaches complete black. On the end facing the light, you have a +1 value, or what I call the "light point," where the color reaches complete white (actually, at this point it will be the full color of the diffuse, which in this case is white). This shader simply moves where those two points are. So, by default, the Light Point is at +1 and the Dark Point is at 0. If we slide the Light Point down to 0.25, we get the following result:




If we move the Dark Point forward to 0.75, you get this result:




By moving the Dark Point back, to say, -0.75, you get a nice pseudo sub surface look, similar to the Half Lambert function of my previous shaders but perhaps a bit better:




Normally, the falloff between the Dark and Light points is a linear curve. However, I have made that curve customizable. Its a simple x^y function. 1.0 is the default. By going lower than 1.0, you can make the light more harsh, falling off rapidly as it approaches the Dark Point:



Going higher than 1.0 will make the falloff from the Light Point steep, but then gradually fade into the Dark Point.



Ok, now this is where it gets interesting. We can add a sub-surface map to blend into the surface diffuse. There are two settings here. Lets start with Color Bleed Level. This is simply how much the subsurface map shows through (my subsurface map is a simple checkerboard pattern).




By default, this map will get blended in between +0.5 and -0.5. By adjusting the Color Bleed Offset, we can move where the blending starts.



Lastly, by creating an alpha channel in your subsurface map, you can control how much all of these settings affect your model. Here I've painted some black wavy lines into the Alpha. Those areas are now no longer affected by any of these settings (instead they are shaded like the standard shader). This can be a grey scale to get varying amounts of subsurface effect.




Well, thats a lot to digest all at once, so please ask questions if you have them. And please let me see what you come up with. There are alot of variables and different ways of tweaking things, so I'm really interesting in the creative ways you people can exploit this shader.

Last edited by Buzzy; 06-12-2008 at 12:26 AM..
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Old 06-12-2008, 12:39 AM   #48
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Ah, you are the man. Looking forwards to taking this out for a test drive
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Old 06-12-2008, 04:08 AM   #49
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Just been playing about with it. Very nice, still trying to get my head around it thought. I sort of managed to get a prince of persia style thing going on which is well cool. Just wondering, is this the same shader you used to make your barbarian model with? Just asking as I'm not too sure what a sub surface map should look like. Would you mind posting your texture maps so we can see what's behind the hood and can get a better picture of how to make the most of this awesome looking shader? As I'm really interested in how you made the skin for that particular model
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Old 06-12-2008, 06:41 AM   #50
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Haha...thats part of the reason I wanted to post this and let everyone experiment with it - I don't really know what a subsurface map should look like for this particular shader. For my barbarian, it was simply a solid blood-red map...and I painted the alpha lighter in areas that would transmit light better....thin areas like the ears, nose, and fingers...also "meaty" areas with no bone under the skin...like the thighs and shoulders. Other than that, I really don't know what would work best. As I said, there are alot of variables here and alot of different ways to approach it.

And yes, this is the same shader (or at least the same math).
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Old 06-12-2008, 08:29 AM   #51
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Hey Buzzy,
I'm having Max 2008 and tried your shaders. Somehow the shaders just make my models transparent in the viewport. I also tried the no shadow ones, and it doesn't seem to work. Any advice?
Thanks in advance :-)
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Old 06-12-2008, 04:20 PM   #52
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hey neo,
You probably don't have a texture in the diffuse slot. Try unchecking the "Enable Diffuse Map" box.
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Old 07-12-2008, 03:49 AM   #53
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Sweet. Thank the smart person to make this a sticky

Anyways, I hear you, I suppose it's better that we experiment with it ourselves I'll be entering the low poly comp, I hope to do a fleshly organic thing. That will give me something to play with when it comes to texturing. I'll get plenty of time to test it out then. Will post results here and whatever I find that works best as a sub scattering map.

Oh, by the way, couple of questions.
a: Can I get your renderer to render out double sided polys? (Like the way when you check the force render double sided polys box in the rendering options)

b) I noticed that you had glow maps going on in your barbarian model for behind the ears etc. Is that possible with the skin shader you provided us?
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Old 07-12-2008, 04:22 AM   #54
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Oh cool....sticky.

To answer your questions:
a) currently the culling is a bit screwy. I've messed with it a lot and can't seem to get it to work right. But I'll spend some time and look into it.
b) The glow-thru effect is not currently in this shader. I will add that a little later. Its pretty sloppy code right now and I'd like to find a more efficient method first.
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Old 09-12-2008, 03:07 AM   #55
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Sweet, thanks for the answers, I'll be looking forwards to the next update.
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Old 15-12-2008, 06:28 AM   #56
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Hey I added a new glass shader. I was inspired by the Jelly Bean material in zBrush. Check it out on the first page!
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Old 25-12-2008, 05:03 AM   #57
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is there a shader that lets you render with the shader applied?
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Old 25-12-2008, 08:50 PM   #58
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I'm 99% certain the answer to that is no.

you can bung your maps in a material in the submaterial slot of the DX shader and that will render using whatever renderer you have active but there's no way to render the DX shader itself that I'm aware of.
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Old 26-12-2008, 10:32 PM   #59
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i usually just 'print screen' or make a 1-frame animation preview (animation preview allows you to get an alpha if you need it)
but no, they can't be rendered. but why do they need to be? they are right there in front of you being rendered at a blazing 30 or so fps
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Old 27-12-2008, 02:58 AM   #60
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Well hey there Mr. "Of the Eleventh Province"
I snatched up all your awesome shaders as soon as I saw them. You have been quite busy. I can't seem to get the shadows working. I am using Max 2008. I tried different types of lights with different shadow types. Any advice?
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