"Soft" shader, or, how do I get this skin-lighting effect?

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9 comments, last by marcClintDion 10 years, 10 months ago
Half Life 2 used a "Half Lambert" diffuse term

Yup, another excellent formula. I saw this half life formula described as "the dot product from the Lambertian model is scaled by ½, add ½ and squared"

I interpreted this as the following -> ((NdotL1 * 0.5) + 0.5) * ((NdotL1 * 0.5) + 0.5)

The model looks very similar as with the above RenderMan equation but this one better retains the illusion of depth. Thanks for the tip.

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