I've just updated the shader page of my web site with a new HLSL skin shader for the 3ds Max viewport. This shader simulates sub-surface scattering by blurring the diffuse lighting. It's very similar to the shader used by ATI on the Ruby model. Here's a screen shot of the Max viewport: (The face model and diffuse texture…
Hey guys, I'm glad you like the shader. If you do make something cool with it, I'd love to see some shots. The shader works by rendering the model's diffuse lighting in UV space, then blurring it, and then using that blurred render as a texture. I'm using the unwrap in channel 3 as the UV space since it requires that you…