| 37 | } |
| 38 | |
| 39 | Vector3 profile( float r ) |
| 40 | { |
| 41 | /** |
| 42 | * We used the red channel of the original skin profile defined in |
| 43 | * [d'Eon07] for all three channels. We noticed it can be used for green |
| 44 | * and blue channels (scaled using the falloff parameter) without |
| 45 | * introducing noticeable differences and allowing for total control over |
| 46 | * the profile. For example, it allows to create blue SSS gradients, which |
| 47 | * could be useful in case of rendering blue creatures. |
| 48 | */ |
| 49 | return // 0.233f * gaussian(0.0064f, r) + /* We consider this one to be directly bounced light, accounted by the strength parameter (see @STRENGTH) */ |
| 50 | gaussian( 0.0484f, r ) * 0.100f + |
| 51 | gaussian( 0.187f, r ) * 0.118f + |
| 52 | gaussian( 0.567f, r ) * 0.113f + |
| 53 | gaussian( 1.99f, r ) * 0.358f + |
| 54 | gaussian( 7.41f, r ) * 0.078f; |
| 55 | } |
| 56 | } |
| 57 | |
| 58 | Tr2SSSSS::Tr2SSSSS( IRoot* lockobj ) : |
no test coverage detected