Subsurface Scattering

Deferred Subsurface Scattering using Compute Shaders

I’ve recently decided to look into supporting subsurface scattering in my playground rendering engine Helix. It’s not the first time I’ve dabbled in the subject, but not being limited to crappy platforms I could push things a bit further. It’s a well researched and oft written about topic, so I’ve been reluctant to write up…

Away3D 4.1 (dev) Dynamic Reflections

One of the features we considered important for the next release of the Away3D engine (4.1) were real-time dynamic reflections, allowing for more realism and precision than the common static environment maps. In the dev branch of the engine, you can now find two flavours: reflections based on dynamic environment maps, and planar reflections. Dynamic Environment Maps…

Speaking at Reasons to be Creative 2012!

Oh boy, it shames me to see my last post has already been from December last year! Not that I haven’t been keeping busy; some binned personal projects, some that aren’t quite “there” yet, and a 3-month stint near San Francisco (what a city!). So yes, I’m happy to have a reason for another update,…

More Fresnel fun in Away3D: through the looking glass

As a continuation of an earlier post, here’s a variation of the Fresnel Pixel Bender material. Still obviously inspired by Bartek‘s Unity3D shader, it became a glass material with support for chromatic aberration (what causes the rainbow effect in refracted light). The result could come in handy in some situations, so I thought I’d share and…