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Skin shader will be in torque 3d?

by Smiljan Pecjak Laserna · in Collada Test · 06/22/2009 (5:18 am) · 16 replies

Well as you see the question is really important , i want to know because the skin shader i think is the most important for the character to be realistic ,so how it will be? how i iwll put a skin shader in the progarm? will be nice that torque will have a special skinn shader please torque 3d! please !!! have a skin shader!! will be more easy the life of all programmers and 3d artist for games!.

About the author

Since i was kid i started painting an dplaying music so i love art and since kid i hyad acommodore 64 and then i continue playing so i really love game , game are makied with 3d so that i choose to be my strongest affection .


#1
06/28/2009 (3:57 pm)
With a combination of detailed normal maps and specular highlighting, you could probably make some decent skin.
#2
06/29/2009 (4:32 am)
thank oyu bit no way the skin materials has a specific , dermal and epidrmal shader that c´ptures the light in a way that no other shader do i work in maya and 3d max and im a pro in that and no specular and etc map will do the same as skin shaders , i invite you to play xmen origins , of course thay have unreal engine , and you can see ther that they uses a special skin material and you can see the diference right away , the realistic skin is maked by a special refraccion materials , , put your ear back looking to the sun light and you will se that your ear is like a bulb it captures light see the diference? so that because i wnat to torque have a specila skin material.
#3
07/01/2009 (1:52 pm)
You are describing a sub-surface scattering effect. This exists in advanced lighting materials and can be modified using the following parameters:
subSurface
subSurfaceColor
subSurfaceRolloff
#4
07/01/2009 (4:56 pm)
I hope that torque material will be good , have to see the results , where is the release of torque 3d when we can buy?
#5
07/02/2009 (11:31 am)
You can buy it now, and get early access to the beta. Other than that, I hope they release it when it's all working 100%.
#6
10/13/2009 (1:01 pm)
Hi everyone so torque 3d now is out but my concern is how can i make a realistic skin shader for example i will make it with mental ray shaders if i use collada torque wont use mental skin shader right? so how is the best way to recereate skin material in the new torque 3d ? thanks to everyone for the help.
#7
10/13/2009 (1:59 pm)
Use the Torque3D materials. There are some specalized material parameters you may want to take a look at. You will probably want/have to modify code to get exactly the effect you want, but the sub-surface features are a good start:

subSurface[] (bool)
subSurfaceColor[] (color)
subSurfaceRolloff[] (float)
#8
10/13/2009 (2:07 pm)
Quote:if i use collada torque wont use mental skin shader right?

I'd say that's correct. Mental Ray and other rendering parameters won't be used. There is Collada documentation stating what gets imported located here.

I would look into Pat's comment about those three variables in the material settings (actually, I'm going to go play with those myself to see how it looks).
#9
10/13/2009 (2:54 pm)
It's not included in the official features because it's more of a starting place for skin effects, than a solution. Depending on the look of your game you may want to have a different texture for the sub-surface, have a procedural solution, or simply apply some cartoony effects. This could also be a good starting point for non-skin sub-surface effects as well.
#10
10/14/2009 (2:38 pm)
can some one help me to know if i can us eparticles created in 3d max and use it in torque or for instance use thinking particles or another particle plugin and use it well in torque? thanks
#11
10/23/2009 (6:56 am)
I would assume that any particles would have to be created using the Torque rendering engine and any particles created in MAX would be a part of the actual model or animation, not too sure how the MAX particle system works though so I couldnt say for sure.
#12
12/08/2009 (2:20 pm)
Can someone provide an explanation as to what the subsurface material parameters do?

subSurface[] (bool)
subSurfaceColor[] (color)
subSurfaceRolloff[] (float)

I see no place for subdermal maps, is that not facilitated?
#13
12/08/2009 (3:54 pm)
Correct there is no subsurface texture map right now, but if you edit the sub surface feature you can easily make that sample from a texture to retrieve the sub-surface color. Right now, it is a constant color, specified by subSurfaceColor[].

Explanation:

subSurface[stage#] (bool) - Turns sub-surface scattering on or off
subSurfaceColor[stage#] (color) - Sets the color of the sub-surface scattering
subSurfaceRolloff[stage#] (float) - Provides threshhold values for inclusion of subsurface color

The sub-surface feature itself is based on the NVIDIA Dusk demo (effect name: lambSkinDusk) and is basically a bit of a hack on Lambertian shading. It is a very inexpensive calculation, appropriate for real-time use.
#14
12/08/2009 (9:49 pm)
Pretty easy to turn on, however I found a bad bug with the system with the shadow maps blending in with the subSurfaceColor value instead of the more traditional "black shadow" color of what is expected. This happens on the mesh with recieved shadows, self-shadowing and with normal shadowing on faces that do not point towards the lighting. So all in all a major visual problem/issue.

I will be posting a more thorough bug submission about this later tonight, but I figured it was worth mentioning here that it works but with problems in case others were wondering.
#15
12/09/2009 (8:12 am)
Great can anyone put a tutorial to do some skin realistic material for us? that will be amazing!!
#16
12/09/2009 (4:03 pm)
Well there isnt much to the system really. Just add the 3 variables to your material datablock in your material.cs and then input the necessary values that they seek. The problem though is the bug with the shadowing using the subSurfaceColor for all shadows on the mesh. So you don't just get the SSS effect where you would expect it to be.