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FPSC Classic Models and Media / Character and Entity Shader Pack - Subsurface Scattering Pack

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uzi idiot
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Posted: 14th Apr 2012 15:24 Edited at: 25th Apr 2012 18:09


I have recently been experimenting with subsurface scattering and have found a technique that works well.
I have also added in Fresnel specular lighting, this means the highlights become more noticeable at an angle, similar to how light reflects in real life.
It as well features an advanced ambient lighting technique that I have made to try to replicate light bouncing off the floor and hitting the character.




The Basic Lambert lighting


This is the Subsurface effect, simulating light bleeding through the skin.


Together they look like this.


Here is the fresnel lighting


And the specular lighting is multiplied by the Fresnel to create a rim lighting effect.


This here is the ambient lighting, it simulates lght reflecting from the floor.


And this is the final effect.


The folder also contains several other versions of this shader, including a version for weapons and another for dynamic entities.
More information for these is given in the readme file.

Feel free to use these in any projects you wish.
If you have any questions feel free to contact me at uziidiot@hotmail.co.uk


Credit goes to Mark 'Bond1' Blosser for the base shader files and Nvidia for the shading technique (see here).

Any comments and criticisms are welcome.


(Mediafire is still broken for me so the folder is attached to this post)

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.

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Cyborg ART
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Posted: 14th Apr 2012 16:08
Awesome work!

Looks great! Thanks for sharing such high quality work


- A secret signature -
007
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Posted: 14th Apr 2012 16:22
Congratulations Friend,

Awesome Work!

I was wondering, so is possible we use the nvidia shaders (that are avaiable for free download) and adapt them to fps creator?

Is very hard to do this? We need to change only some lines of codes or we have to rewrite all the shader?

Do we need to have full understanding of Shader Programming, or just a basic knowledge is enough?

Using, in example, FX Composer (i have it), can we make a "fpsc ready shader"?

And using Dark Shader (i also have it), can we open those nvidia shaders and edit them?

Please, clarify those questions, i really want to be able to make awesome shaders like you and Bond1.

Cheers,

007.

Goldenye 007 N64
uzi idiot
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Posted: 14th Apr 2012 16:44
@Cyborg ART:
Thank you.

@007:
I think that the only parts of the shaders you'd need to change to make them compatible with fpsc are the texture and sampler names, there might be other things but not much because most work perfectly fine in DarkShader, which uses the same render pipeline as fpsc.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
007
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Posted: 14th Apr 2012 17:00
Thanks for the info man!

So it encouraged me to begin to write my own shaders!

If i have any doubt, or any difficulties, you will help me, ok?

Cheers,

007.

Goldenye 007 N64
uzi idiot
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Posted: 14th Apr 2012 17:05
@007:
You're welcome, I'll help however I can.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
King Fluffs
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Posted: 14th Apr 2012 20:07
Wow.

That's some great work.

and for you.

Swift Beta Studios
anayar
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Posted: 14th Apr 2012 20:39
A very very hearty thank you Uzi! Love your shaders ... Might experiment with this in my pack

Cheers,
Anayar


For KeithC
dark zero
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Posted: 14th Apr 2012 21:07
awsome shader pack, thanks.
can you make one without shadows please?
because when there are no light in level, the shadow makes strange movements.
it's great with model pack 53.
uzi idiot
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Posted: 15th Apr 2012 01:34
[Slight Update]
I've added a version (requested by dark zero) without the shadows and I have also lowered the pixel shader requirement to PS_2_b instead of PS_3_0.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
Leaning Objects To The Side
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Posted: 15th Apr 2012 07:02
WOW! uzi idiot,ur "Character and Entity Shader Pack - Subsurface Scattering Pack" is freaking sick! as always, thanks for the download. keep up the good work. I hope you have a great day.

Cheers,
Tanya.

im Not 2 far behind you...hehehe
uzi idiot
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Posted: 15th Apr 2012 21:19
I've uploaded a quick video of it to youtube


Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
kingofmk98
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Posted: 17th Apr 2012 20:37
thank

http://technowarfareproductions.webs.com/
get free fpsc media at http://fpscfree.webs.com/
http://i53.tinypic.com/2cp9pbl.gif
TGPEG
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Posted: 23rd Apr 2012 19:04 Edited at: 23rd Apr 2012 19:05
This peaked my interest, so I thought I'd show you the gun shader in operation on my Intervention (that will be in anayar's gun pack when it's released). Excuse the untextured hand.

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defiler
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Posted: 25th Apr 2012 01:36
Question: What does it look like on entities.

Also while this is amazing, it looks weird on that character you chose.

Nevertheless, good work man!

Current Project: The Underground: Awakening
uzi idiot
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Posted: 25th Apr 2012 08:37 Edited at: 25th Apr 2012 08:38
@defiler
I think the entity version I uploaded doesn't work
I've fixed it, it should now work.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
xren4ig
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Posted: 25th Apr 2012 08:56
uzi idiot,I'm afraid it does not work,model of the invisible
uzi idiot
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Posted: 25th Apr 2012 18:11
I've fixed it and it's attached to the first post.
Make sure your entity has a _D2 for diffusemap, _N for normalmap and _I for specularmap

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
uzi idiot
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Posted: 5th May 2012 14:47 Edited at: 5th May 2012 14:49
I finally got my Cube Map based Ambient lighting shader working.



All we need now is a proper cubemapping system.

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
xren4ig
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Posted: 5th May 2012 17:42
Wow,I wait its release
TGPEG
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Posted: 5th May 2012 17:58
Quote: "All we need now is a proper cubemapping system."


I think we could potentially be waiting a long, long time for that.
Ertlov
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Posted: 5th May 2012 20:32
This shader is freaking awesome. With some minor tweaks...

OMFG - wait for the next "Into the Dark" update!!!

Come to where the madness is:http://www.homegrowngames.at
uzi idiot
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Posted: 5th May 2012 22:49 Edited at: 5th May 2012 22:50
@Ertlov
Wow, thanks!

I have found a very unusual problem.
Characters and entities don't seem to work with cubemaps.
Has anyone else noticed this?

Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.
Ertlov
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Posted: 6th May 2012 14:18
A first very raw shot on your shaders. Will have to tweak the spec map heavily.

Come to where the madness is:http://www.homegrowngames.at

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RelMayer
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Posted: 6th May 2012 21:01
Yep, they look like plastic dudes.

Excuse my grammar errors, I'm French.

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