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gamedev:textureproperties:absorption_range [2014/03/30 16:16] – created dragonlordgamedev:textureproperties:absorption_range [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin texture absorption}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **absorption.range**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **absorption.range**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: absorption.range ====== 
-====== Summary ====== + 
-</WRAP> +Defines the sub surface absorption range as typically used for human skin. 
-<WRAP boxcontent> +
-|Texture Property Name|absorption.range| +
-|Description|Defines the sub surface absorption range.|+
 |Excepted Data Source|1 component value| |Excepted Data Source|1 component value|
 |Data Range|0 or grater| |Data Range|0 or grater|
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 |Affected Modules|Graphic| |Affected Modules|Graphic|
 |Linked Properties|[[absorption|absorption]]| |Linked Properties|[[absorption|absorption]]|
-</WRAP> 
  
 ====== Description ====== ====== 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|absorption]] texture property the **absorption.range** is a single component value and defines the largest radius. The actual absorption used is thus [[absorption|absorption]] times **absorption.range** component wise. See [[absorption|absorption]] texture property more information about absorption. 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|absorption]] texture property the **absorption.range** is a single component value and defines the largest radius. The actual absorption used is thus [[absorption|absorption]] times **absorption.range** component wise. See [[absorption|absorption]] texture property more information about absorption.
  
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 The default value for this texture property is 0 which disables sub surface light absorption and scattering. 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.+A value of 0.02 is a typical choice for human skin. Most materials have absorption ranges below 0.1 . 
 + 
 +Note on the values in the examples below. The stanford armadillo model is small. If you want a full size 2 meter high armadillo to show these absorption properties you have to multiply the range by 10 to obtain similar values.
  
 ====== Examples ====== ====== Examples ======
 +
 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 350px> <WRAP center box 350px>
-{{ :gamedev:textureproperties:absorption_0.jpg?direct&300 |Stanford dragon model with 0 absorption and back-lit.}} +{{ :gamedev:textureproperties:absorption_4.jpg?direct&300 |Stanford armadillo with 0 absorption range and back-lit.}} 
-<WRAP centeralign>Stanford dragon model with 0 absorption and back-lit. This could be metal or polished plastic.</WRAP>+<WRAP centeralign>Stanford armadillo with 0 absorption range and back-lit. No light penetrates in this situation. A good choice for solid materials like stone.</WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 350px> <WRAP center box 350px>
-{{ :gamedev:textureproperties:absorption_1.jpg?direct&300 |Stanford dragon model with 0.05 absorption range and back-lit.}} +{{ :gamedev:textureproperties:absorption_5.jpg?direct&300 |Stanford armadillo with 0.02 absorption range and back-lit.}} 
-<WRAP centeralign>Stanford dragon model with 0.05 absorption range and back-lit. The added sub surface light absorption gives a glassy look.</WRAP>+<WRAP centeralign>Stanford armadillo with 0.02 absorption range and back-lit. This matches human skin and yields translucency on extremities where geometry thickness is low.</WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 350px> <WRAP center box 350px>
-{{ :gamedev:textureproperties:absorption_2.jpg?direct&300 |Stanford armadillo with human skin and 0 absorption.}} +{{ :gamedev:textureproperties:absorption_6.jpg?direct&300 |Stanford armadillo with 0.05 absorption range and back-lit.}} 
-<WRAP centeralign>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.</WRAP>+<WRAP centeralign>Stanford armadillo with 0.05 absorption range and back-litWith larger radius value light starts to penetrate also thicker geometry like the legs.</WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 350px> <WRAP center box 350px>
-{{ :gamedev:textureproperties:absorption_3.jpg?direct&300 |Stanford armadillo with human skin, 0.02 absorption range and (1,1/3,1/6) absorption.}} +{{ :gamedev:textureproperties:absorption_7.jpg?direct&300 |Stanford armadillo with 0.absorption range and back-lit.}} 
-<WRAP centeralign>Stanford armadillo with human skin, 0.02 absorption range and (1,1/3,1/6) absorptionThe shadows receive now the skin typical brightening up especially in the redish colro specturm.</WRAP>+<WRAP centeralign>Stanford armadillo with 0.absorption range and back-litExtreme radius example resulting in heavy light penetrationThis one looks like jelly doesn't it?</WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
  
 <WRAP clear></WRAP> <WRAP clear></WRAP>
gamedev/textureproperties/absorption_range.1396196187.txt.gz · Last modified: 2014/03/30 16:16 by dragonlord