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==Skin - Physically Based Shading== [[File:Skin PBS.jpg]] ===PBS Skin Strength=== To maximize speed, the shader's fur layers use many lighting calculation shortcuts and approximations. The skin, however, can use proper physically based shading, which allows for more realisitic and accurate lighting effects. Setting the PBS Skin Strength to 0 will cause the shader to use the same simplified calculations for the skin, which may be desireable in order to match the appearance of the skin and the fur in all lighting conditions. ===PBS Skin Depth Visibility=== If the fur is thicker than this setting, then the underlying skin will not use physically based shading (note: this setting will be removed in a later version, and will be calculated automatically instead). ===Normal Map=== A normal map allows the skin to have fine 3D details, such as wrinkles, that will react to light correctly. [[File:Specular.jpg|thumb|An example of specular highlights (ie. the bright spots) reflecting off of my nose.]] ===Specular Highlights=== If enabled, specular highlights will show light sources being reflected off of glossy surfaces. The smoothness strength will determine how spread out or sharply focussed the reflection will appear. === Two-Sided Rendering === Normally, only the forward-facing side of the skin is rendered. If two-sided rendering is enabled, the back-facing side will also be rendered. An optional albedo colour, or an emission colour can also be applied. Note that the lighting calculations are always done from the perspective of the forward-facing side, which means that the lighting will be backwards for back-facing triangles. There is a slight performance hit of about 1-2% when two-sided rendering is enabled.
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