Description

Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for Heroine Rescue Team (v0.51): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Wednesday, January 15, 2020

Subsurface Scattering

Implemented a new shader effect, subsurface scattering, that is very important for rendering "plausible" skin. Here is the final result: (ignore the seam at neck + eyes/eyebrows)


Without this effect, here is what the skin looks like:


But this picture isnt exactly representative because even in previous posts, I implemented the easier half of the effect, so it looks more like this:


But even so, the skin is still a bit too harsh so a post processing effect is required to soften it up even further, which brings us to picture #1:


Tuesday, January 7, 2020

Hair Shader v3 and SSAO

That wasnt even it's final form! Decided to implement a more physically based hair shading model instead of only mocking with anisotropic lighting. Here is the result:


Whats really nice about this shader is that it has 2 rather intuitive material parameters that you can use to further control the hair highlights. I really wish I have the slider UI implemented so I can show a gif, but alas, I don't atm. So here are some pictures instead.

The first parameter is Smoothness (or Roughness known in other engines/modelers) that controls the oversize size of the highlight:

Really large and unfocused highlight:


Smalled and more focused highlight:


The second parameter is "Metalness," which controls the ratio of specular highlight versus diffuse:

More metallic:


Very Metallic:


The second feature added is SSAO! You might not noticed it, but it's there for all the pictures above. Here is the first picture without SSAO:


Here is the "after" for comparison:


This uses a new and improved implementation compared to what HR and HRT had. One of the more noticeable effects is mitigation against the "halo" effect:

Before:


After mitigation:


*These 2 pictures are taken with a stronger SSAO effect to highlight the halo. The outlines are from a separate effect, not from SSAO.

Friday, January 3, 2020

Hair shader improvements

Worked on the hair shader some more, here is what it looks like now:




Wednesday, January 1, 2020

Happy New Year

Hope everyone had a good holiday. I begin working on in-game rendering. Here is a before/after for the hair.

WARNING: spooky floating head ahead.

This is the final product with hair shader:


 This is with the default shader:


Here is with the default shader + normal map:


And once again, with the hair shader:



Saturday, December 28, 2019

Blender Renders



Simple renders done in blender to get a feel how the head looks like when viewed with lighting.

Wednesday, December 25, 2019

Merry Christmas!

Here is another poll if you got some time during the holidays.

Out of the following 3 head models, which one do you like the most?

Vote Here: https://www.patreon.com/posts/32601657

A:



B:


C:




Sunday, December 22, 2019

A, B, or C?

Vote HERE.

I am working on a new female base model + rig. Out of curiosity, which of the 3 following faces (body + hair are the same) do you like the most?

A:



















B:




















C: