quick preview pimp of another real time skin shader I'm hacking away on. Ripped out all the things I liked from my last one and applying all the new ideas I've either come up with or blatantly ripped off from other people
new features are a micro detail overlay map, new soft light blending algorithm, and independant colour inputs for hemaglobin and melanin layers hack.
no download yet as I need to test a few more things and try other things out before finalising a public release.
big image...
http://server2.uploadit.org/files/jistyles-skin_softlight_small.jpg
Replies
wait, wait, it's on the tip of my tongue ...
ehm ... oh right ...
SWEETNESS !!
To combine the high-freq map with the other normalmap, are you using an overlay op, or is it just multiply or add?
btw, how is the license for it? can I implement it in my game?
retleks: thankya! Made a half-arsed attempt to answer the xsi question over at cgtalk, basically it -may- work straight out of the box, but it also may need translation from max specific inputs to whatever xsi puts out (property names for things).
EricChadwick: cheers Eric! Still a little playing around, but using an overlay blend op - thinking it'll be simplified to:
+ (tex2D(MicroSampler,TexUV*MicroScale).xyz * 2.0 - 1.0)
Pretty much mimics a photoshop overlay method by having the normal maps blue channel at 50% in the image. wondering if I need to re-normalise after the op, or if there's negligable difference.
aesir: sooooon(ish)!
arshlevon: ooh how I want viewport shadowing -- I'd want to do full scene viewport shadowing though so -maybe- possible to write a scene shader. Pretty much every attempt I've seen at shadows besides ofusion has failed in max viewport, so I don't hold much hope though. Maybe I should just do another technique which has a shadow map input so you can at least pre-render a shadow map and stick it in the slot
Rekmar: cheers for the praise - licensing, to be honest I hadn't even considered anything besides "use it however you want, just tell me and show me how it's being used since I love to see where stuff ends up." I think that's my license agreement name credit is nice too. And sexual favours.
Thanks for sharing your shaders.
Shaders are fun. I wish that more artists were learning to write them.
Many artists are already overworked. Hard to find time/energy to learn a new language.
grab it off my site under the hlsl area
http://www.jistyles.com
Just a note too, the micro detail map is a tileable normal map, but with the blue channel taken to 50% so the overlay works. Just the same as doing a photoshop layer overlay for a normal map.
I'll probably get another update soonish with source files for a head or something, just for example settings.
edit : your shader doesn't seem to support mirrored uvs unfortunately
I had to separate the mirrored part, mirror the uvs horizontally and apply mirrored maps to get a decent result.
(just flipping the green and/or red channel didn't work
the part that was working had a nice render though, nice work man, very easy to use.
max 8 btw
[edit] yay for bald girls
[edit][edit] tweaked spec a lil...
Weiser: just start pulling apart the .fx files that come with max and reading tutorials online; once you've got a handle on that and graduate to print books you should have a fairly strong understanding.
EQ: haha sorry, should've mentioned that - I should change it to max standard Y direction
the default settings are pretty ugly with the default maps since they're values I'd based off a model with its own maps, so my bad -- once you've got it nice and balanced, post your pretiness! I'm definitely looking forward to seeing what people do with it
although after that *tweak* I had to do, the rendering is really cool, very close to what I expected from such a shader, once again, great job man.
and yah, the default settings are a little too strong but after a few quick tweaks, they are really cool, I love the fresnel thing
an artist i work with, eric chadwick, sent me a link to your shader you made. great stuff, thanks for sharing it. i did a screen caps of some of my work using your shader.
if I end up using it in my game, I'll let you know and probably will give credit too
about sexual favors.. eeeeehh
The object is rendering completely transparent, and im getting the error
error: Material "Skin ( DirectX 9 Shader )" not supported by the translator. Will render black.
Anybody know what thats about???
Scott
Nafets: Direct x 9 shaders won't render, it's a viewport only thing. Use printscreen or some other screen grab method to get shots of it.
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Oh ok lol, boy do I feel dumb...