Game Development Community

SubSurface Scattering Protects ToneMaps From Ambient

by Steve Acaster · in Torque 3D Professional · 08/19/2010 (8:26 pm) · 0 replies

Apparently ... it does exactly what it says in the title ...

Which is nice.

Now if I can think of a way of darkening player's material when they enter a building ... it'd be like a hacky workaround on zonal ambient.