Lynx3d
05-16-2003, 10:47 AM
Just felt the urge to write a shader that helps on getting rid of the "copper zombie" like Steven Stahlberg likes to call it
(check this tut of Stahlberg (http://www.optidigit.com/stevens/shadetut.html) to see what my plugin aims for)
here's a quick comparison:
http://www.aspect-design.de/lynx/LW/sss_compare.jpg
(left without and right with shader, rendered with one area light and radiosity)
It simply multiplies the surface color with another color (in this case i used a red) based on the lighting, the darker the more it gets multiplied. I know the image is far from perfect, too saturated and yellowish, have to redo the textures first...
One bad thing: The plugin is slow on complex lighting, although it does a very simple math, but in order to get the illumination without destroying LWs ability to use shading noise reduction it was necessary to basically do the lighting calculations twice (i'm afraid there's no other way currently :( ), the right one took 1.63 times the original rendertime (so 63% longer), but as said it uses area lights and radiosity.
yes, I dare to give it a try (x86-version) (http://www.aspect-design.de/lynx/LW/simple_skin.p)
(check this tut of Stahlberg (http://www.optidigit.com/stevens/shadetut.html) to see what my plugin aims for)
here's a quick comparison:
http://www.aspect-design.de/lynx/LW/sss_compare.jpg
(left without and right with shader, rendered with one area light and radiosity)
It simply multiplies the surface color with another color (in this case i used a red) based on the lighting, the darker the more it gets multiplied. I know the image is far from perfect, too saturated and yellowish, have to redo the textures first...
One bad thing: The plugin is slow on complex lighting, although it does a very simple math, but in order to get the illumination without destroying LWs ability to use shading noise reduction it was necessary to basically do the lighting calculations twice (i'm afraid there's no other way currently :( ), the right one took 1.63 times the original rendertime (so 63% longer), but as said it uses area lights and radiosity.
yes, I dare to give it a try (x86-version) (http://www.aspect-design.de/lynx/LW/simple_skin.p)