Description 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 map,Specular,Specular
Marcus Dublin who is the creator to Paragalis and the environment.
Website: www.marcusdublin.com email: email@example.com
Softshadow shader is improved based on shadow blur lookup functions by Laurens Corijn
Cubemap within the scene modified based on this HDR from
(www.hdri-locations.com )of Thomas Suurland.
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 scattering.
edit: it says sub surface scattering on the post