Wired up a Half-Lambertian shader. It's a nice technique for simulation slight subsurface light scattering or very rough objects where light energy would be transmitted from it's hit location to nearby matter. Nice soft fall-off made famous in this Valve paper.
I've uploaded a preset for this material. Note that this material uses a vector share node (I've commented it) to calculate shading; not a light.
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Derek Jenson Blog
My website serves to archive experiments, document projects, share techniques, and motivate further exploration & artistry in 3d space.