This is not something you do in your texture. It was a while since I played with this, but if I'm not mistaking. This is the principle. Picture that you have two states. A) Not using normal map B) Using normal map Now with just traditional normal mapping you just go full out with state B. But blended normal does a mix of…
Knee-jerk reaction, no helpful advice on how it could look better. You claim it is nothing like how SSS works, but provide absolutely no technical information as to how it actually should work. This whole response is akin to saying "Shit sux", without backing up your argument with any sort of reason, logic, or adding…
Hey guys, Tried the "Blended normals" shader hack today in Mental Mill. Found info about this from Naughty Dog's Siggraph powerpoint. Works quite alright for the rendering cost if you ask me. Head and textures is from Infinite Realities, as posted on PC News page a week or two back. Here's my results. Gif doesn't do much…
Speculars are actually still quite big. We use a full raytracing renderer (Arnold) and we still do a lot of speculars on everything because it's a good thing. Also, for skin, it's a pretty neat effect, especially if you can separate normal map intensity (surface bumpiness) for diffuse shading and speculars. It will mimic…
@Kodde: Been lurking here but the information you, chronic, perna and arshlevon posted have helped me understand whats going on. Excellent work. I'm guessing everyone is seeing how much of a twat Odium is.
Yes, exactly, and you can either store multiple cubemaps at various resolutions for the blur(what marmoset does) or simply use the different mip-levels(what 3ps shader does).
Increasing the normalmap intensity can help with the softening inherent in the blended normals technique - but push it too far and you end up having a face thats crazed and strange looking. Another way to bring out the impression of more detail is to increase the intensity of the normal used for the specular calculation
Not really. The earlier pics really do look like trash and give off a white SSS glow rather than a proper sub dermal effect. The later pics don't exactly look perfect, but look much better, I'll admit to that. But the key there was in what you said... You just called my "opinions" wrong... Thats like saying I'm wrong…