for about 2 weeks now I`ve been working on a human skin shader. As this is a paid job for medical simulation, it has to look as close as possible to real life. Though as this is a paid job it means that there will not be free code sample here yet. Shader consists of simple math so it runs really fast.
Features:
- Widely customizable (could be used for any material)
- Tangent-space normal mapping
- Supports up to 8 lights (OpenGL has 8 light limit)
- Spherical Harmonics lighting
- Advanced specular reflections with fresnel ramp
screenshots:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0Ey_SMoYEmzvHyeEVHhSFVGqpU3pjK2mEv7mY_v4ac5ifUJUIBImHpuOEu3hFyXVin0Neh-M7M3RG1x3ORvO7CNhxamHDgRNZpwgNLWxui2-4nEowYr_9DdQrC7MeFx9R6tqYp5-VihTh/s400/skin_material_screens.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn0bSdijzXUlBkYTYUIJpLZivVslt-j7z7ISNHQ1ueuTrFXsaJpavTzUAUpTAkOCR_UwpTee9blNjdUidFVIh5dzvU-hWALqSG8XDMZbhPiRDZyTjaTwsR5NlmDJvJLlq_4HWggojLw_Ej/s400/skin61.jpg)
standart phong shading for comparison:
Very realistic. Hope to see the work behind it sometime :)
ReplyDeleteAny chance you will release the source soon?
ReplyDeleteARGH! I need to have this!!! Would be lovely to have a tutorial, or a blend file to look at.. anything! I've spent hours scouring the interwebs for this!
ReplyDelete