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clipka <ano### [at] anonymous org> wrote:
> I'm afraid I don't know what you're /not/ seeing there. The spheres
> obviously don't look perfectly smooth, do they?
I guess it's the particular shader or lighting context, then: it just looked to
me as if the bright part with SSS was like media rather than a surface finish,
as if specularity was interrupted in that area. Then again it's probably
accurate, sorry. I have a few more question that I hope can be related:
-will this solve the problem of bright edges with SSLT giving characters a
wireframed edge? (maybe by allowing SSLT to really consider smooth a meshe's
edge when its normals are specified as such)
-Will the modifications allow to do some UVmapped tangeant normal perturbations?
(maybe using the slope map with a syntax to say that channels RGB corresponds to
XYZ/UVW)
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