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.
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.
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One Bloke ... In His Bedroom ... Making Indie Games ...