The primary purpose of this shader demo is to display advanced shaders’
performance in 3dsmax viewport and hope that those realtime techniques
are put into use by more and more 3dsmax users.
- Post effect
- 3dsmax2008/2009 viewport shadow
- Subsurface scattering
- Cubemap Image based lighting
- Diffuse(alpha channel control opacity),Normal map,Ao map/Light
Marcus Dublin who is the creator to Paragalis and the environment.
Softshadow shader is improved based on shadow blur lookup functions by
Cubemap within the scene modified based on this HDR from
(www.hdri-locations.com )of Thomas Suurland.
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Is that sub surface scattering or not
It looks good either way… :)
I believe after seeing this on gamedev that that is indeed sub surface
edit: it says sub surface scattering on the post :P