Realtime Subsurface Scattering in Blender 2.56

Here is a test screen of a realtime SSS shader I’m developing for Blender. This screen grab is from the game engine with no post production. Although the method I’m using is not TRUE subsurface scattering (as in, no glow with light behind the ears) it still yields outstanding results.

[singlepic id=12 w=200 h=150 float=center]

Surface shader created by me, with collaboration and information from Morten Mikkelsen of NaughtyDog.

Troll Project

So far I’ve got the character basically done and one weapon. Still a ways to go, but wanted to get something posted. Still working on the textures and an environment for him. Blender GLSL viewport grab with hand painted background. No post on the character or axe.

troll_v009-02