MOAR updates. ====== March-22-2012 Added an Alpha Lerp mask for the diffuse, just incase you need to have a mirrored texture but would like to have color variations on a second channel, replaces color, isn't additive. Not sure if I will keep the Switch for the Alpha, might as well keep a white texture in it and have the…
almighty_gir and maxivz: Thanks guys :) Computron : Nope, not yet, my old portfolio was pretty crappy by many standards, so I decided to take a year off, learn some extra stuff like shaders, and improve my work all around before putting up my new work. I'll continue working on the shaders for now to get an Uber-Duper…
Updated: Nothing much to add today, some standard stuff, but still some progress I want to keep tabs on. Added Rim Lighting, currently, in additive setup over my diffuse/spec setup, so it goes well with stuff, not sure if I want to change it to smooth-step, but will see if the extra Hermite math will have a use in the near…
Heya peeps, Decided to start a new thread where I can dump my stuff in, hit and quit it as they say for my old one. Anyhow...cheers ============== March-16-2012 Created a specular term with Schlick's Fresnel. Implemented a Lerp which blends between a standard Blinn and Aniso setup. Aniso Tanget is controlled both by the…
Finished my SS shader, ditched the Blended Normals since it was pretty useless as far as non-lambertian terms went, so bleh. Kept everything else, found a way to fake 'blurred' transmission by using my Diffuse as my Melanin and etc by saturation methods with masks to jitter it. Wish I could access Mip's much more…