Heya peeps,
Quick question, how do you deal with refractions?
I'm trying to tackle refractions, specifically on skin, based upon this text here:
http://darkvertex.com/wp/2008/06/25/sss-with-refraction/
Now the issue I mainly have is that while interpretation of refraction is not open, it is ALL OVER THE SQUID SCROTUM PLACE!
For example, in the case of Dark Vertex, the refractions looks a simple 'camera based movement which has been enlarged', so basically, a Parrallax Mapping thing with bigger scene to capture from.
On the other hand, I have seen other people tackle refection, all the way from distorting with a Fresnel to inverting their cubemap.
So my question is: Help, what should I do and know how to tackle this situation at hand? I'm kinda lost here on what constitutes a proven refraction method of usage in the game industry.
PS: This is what I currently have, please advice peeps!
![38893898.png](http://img88.imageshack.us/img88/2575/38893898.png)
Replies
Here is the term I'm using currently:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb509640%28v=vs.85%29.aspx
I followed this tutorial.
http://xna-uk.net/blogs/randomchaos/archive/2009/01/06/basic-hlsl-lighting-techniques-episode-6-environment-maps-reflection-amp-refraction.aspx
I have so far I have this done:
-I have my Normal Map set to World, declared in N
-Camera Vector set to World in my I
-Index is Scalar, and Set to 0.8
That should be it, right? Nothing more or less? And plug it into my Cubemap?
So guess case closed ;P