Wednesday, March 18, 2015

My Short, helpful class blueprint to test a basic skin/blood shader

I decided to mess around with the subsurface shader settings in the material editor (and for this particular example, the two sided foliage one) to try to start to replicate how human flesh functions with strong light.

I needed a quick and simple class blueprint that would let me mess lower and raise two light intensities independently. It is by no means a difficult or particularly momentous achievement, but the practice made it feel like something worth showing, especially since the shader looks pretty awesome!



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