For skin simulation, we use a technique called subsurface scattering.
http://en.wikipedia.org/wiki/Subsurface_scattering
For skin simulation, we use a technique called subsurface scattering.
http://en.wikipedia.org/wiki/Subsurface_scattering
Maybe with the DX 11 they will improve the texture mapping to match the new shaders.For skin simulation, we use a technique called subsurface scattering.
http://en.wikipedia.org/wiki/Subsurface_scattering
This.For skin simulation, we use a technique called subsurface scattering.
http://en.wikipedia.org/wiki/Subsurface_scattering
It would further increase processing cost though.
I believe there are some things in the game that already have SSS like the round hanging lamps in Gridania.
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