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gamedev:textureproperties:absorption_range

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Summary

Texture Property Nameabsorption.range
DescriptionDefines the sub surface absorption range.
Excepted Data Source1 component value
Data Range0 or grater
Default Value0
Affected ModulesGraphic
Linked Propertiesabsorption

Description

The absorption.range texture property defines the range of scattering in sub surface absorption of a material. Sub surface absorption affects light entering the material after surface based texture properties have taken effect. Sub surface absorption has two main effects. The first is that light is scattered under the surface and exits at a nearby point. The second effect is translucency. In both cases the absorption.range texture property defines the range of absorption. Beyond this limit the light is fully absorbed by the material. In between the light is partially absorbed using an exponential decay function. In contrast to the absorption texture property the absorption.range is a single component value and defines the largest radius. The actual absorption used is thus absorption times absorption.range component wise. See absorption texture property more information about absorption.

The source is a value with 1 color component with values 0 or greater.

The default value for this texture property is 0 which disables sub surface light absorption and scattering.

A value of 0.02 is a typical choice for human skin.

Examples

Stanford dragon model with 0 absorption and back-lit.

Stanford dragon model with 0 absorption and back-lit. This could be metal or polished plastic.

Stanford dragon model with 0.05 absorption range and back-lit.

Stanford dragon model with 0.05 absorption range and back-lit. The added sub surface light absorption gives a glassy look.

Stanford armadillo with human skin and 0 absorption.

Stanford armadillo model with human skin and 0 absorption. The skin looks like plastic due to the missing sub surface light scattering. The main reason are the hard shadows.

Stanford armadillo with human skin, 0.02 absorption range and (1,1/3,1/6) absorption.

Stanford armadillo with human skin, 0.02 absorption range and (1,1/3,1/6) absorption. The shadows receive now the skin typical brightening up especially in the redish colro specturm.

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gamedev/textureproperties/absorption_range.1396196187.txt.gz · Last modified: 2014/03/30 16:16 by dragonlord