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  1. Nov 2014
    1. Imagine we were wanting to create a higher-quality skin shader, but weren't overly concerned about performance (e.g. we were doing prerendered cinematics). Is this best achieved with the current shading model, and working purely within the materials editor, or would it be best to define our own shading model? By 'higher quality', I mean:

      1. multiple subdermal maps with their own kernels
      2. backscattering