Sounds interesting. Please do get back to me if you come up with something nice. Regarding this method it does not use multiple normals maps. From what I can tell the extra cost compared to not using it is one extra diffuse light calculation and one float3 lerp. What you essentially do is calculate light for diffuse light…
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…
In addition, Image-based reflections (env maps) are technically closer to 'specular' and more physically correct than what most games use. "Specular" is a fake concept used to make up for our inability to diffuse light and reflections in real-time. Cubemaps are also more expensive than specular. So your analogy really…
Stromberg09> One idea is to render a second diffuse pass with geometry having reversed normals, if your sampled surface is being lit from behind you check that against a "depth" map as you speak of and if the sampled area is "thin enough" you add some light and possibly tint it a bit red. Far from a perfect solution but…
Chronic> Ah, thank you for confirming this with the modified diffuse model. I was trying to compare with my shading solution and I could not figure out how you got that result by just modifying blended normals. Either way, I think it works fine. It's all a matter of tweaking it to a nice level but not too far. I agree that…
Its correct to say the Blended Normals technique is not a great general SSS approximation, but it is a great skin shading hack, it mimics sub-dermal/epidermal scattering pretty well at a relatively low cost. My skin shader does use a modified diffuse shading function with an adjustable edge, but if you pull it too far…
This is the modified diffuse curve I'm using in the image above. The push back amount can be tweaked by the user ofc. I tried using this curve earlier but as you can see some areas would actually get darker. This might not be a bad idea after all. I mean, a SSS material would absorb more light and therefor not be as lit as…
So I kept at it a bit today with my shader. Spent a few minutes making a basic spec map with gloss. Upped to 2048 maps. The difference between the two images is that the shot on the right has: -Blended normals with Cyan suppress -Red color tint in darker diffuse light spectrum -Light terminator edge pushed back slightly…