Blender Tutorial - Creating Real Time Subsurface Scattering In Blender Using Eevee Render Engine If you like my Video Please Like and Comment Thank you.
the Object output is evaluated per-pixel. It's a 3D vector of the position of the pixel sample within that object's space. Meaning, the 3D position of the pixel being rendered when considering that object as the origin. Depending on the position of the origin of the object (it's usually in the centre of mass), this makes the 3D vectors radiate from the centre of the object towards the pixels being rendered, so overriding the normal of the pixel with that vector makes the pixels lit by that vector: an ear gets lit on both sides, giving an illusion of translucency (light coming through). It's not accurate but it can sell the effect. Very nice!
Cool!
very interesting!, It's hard to understand what "Object" from "Texture Coordinate" node does, would you explain that? thanks for the tutorial!
I also don't No It.
So your answer to his question is basically "consult the manual"?
the Object output is evaluated per-pixel. It's a 3D vector of the position of the pixel sample within that object's space. Meaning, the 3D position of the pixel being rendered when considering that object as the origin.
Depending on the position of the origin of the object (it's usually in the centre of mass), this makes the 3D vectors radiate from the centre of the object towards the pixels being rendered, so overriding the normal of the pixel with that vector makes the pixels lit by that vector: an ear gets lit on both sides, giving an illusion of translucency (light coming through).
It's not accurate but it can sell the effect. Very nice!
I think you would get the same results if you transferred the normals of a perfect sphere to that object, with Transfer Data modifier.