Hi again Kodde - I was wondering if you have more example screenshots of your shader being used at its full potential on complex assets by any chance? I am sure that it provides great results (I was in awe when I first tried your skin shader hence I am sure this one delivers too !!) but it would be nice to see something in…
bb0x> You are right about the metals in the examples. I should have gone for a milder specular highlight. Anyway, the substance is the controlling part for coloring the specularity and reflections. The cheat sheet image bundled with the shader has some lookup color values for substance. You can tell that all the materials…
Hey pior. Thanks for the confidence. Like I've mentioned above, to my knowledge the shader is being used mostly as an intermediary format for my students game projects at school where they work with their own 3D game engines that use physically based lighting. I can't vouch for all of their games using this shading bugfree…
New version available, 0.2.2. The newer version is available on my website. From 0.2.1 to 0.2.2: -Fixed a bug with how reflections were handled in conjunction with a normal map. Example of the bugfix:
Did you try to use the bundled Cheat Sheet to sample gamma space substance values? There's a real IOR based sample for Nickel in particular there. I hardly ever add details in the substance map, but in my "Iron" example in the original post I actually added some variations in the substance map as I wanted imitate it being…
TrevorJ> I'm trying to figure out the issue at hand on your example images. You are using a tangent space normal map right? And you haven't altered the vertex normals since after baking your normal map? Keg> You mean like transparent materials? No I haven't looked into it. Nor does it handle light scattering around in…
Here's some screens with where I'm at for the moment. Both the main features are in for this push (v0.3). I've done some testing and I've fixed an issue with Cyan Suppression for the Blended Normals feature that had me reorganize the structure of the shader components. But it works fine now. Think this should be stable to…
Yeah man, here's a good example on the head. No AO pass on this guy since this isn't a capture from post, but it looks great. At least to us. We've come a long way since last year :poly124: Unfortunately I can't show off the one of the dressing right now, but it needs some more tweaking texture-wise anyway. We still need…
Frozan> Thanks. I'm afraid I don't have any new examples, at least not that are my own. Most people I know who use this shader(mainly my students) use it as an intermediary format for their game projects where they use PBL shading. When it comes to portfolio renders many resort to Marmoset instead. Kind of hard to compete…