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Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [1]
Cel Damage; Champions Online; El Chavo Kart; Cloning Clyde; Code Name: S.T.E.A.M. Comic Jumper: The Adventures of Captain Smiley; Conception (video game) Conception II: Children of the Seven Stars; Cowboy Bebop: Tsuioku no Serenade; Crackdown (video game) Crackdown 2; Crayola Scoot; Crimson Gem Saga; Crimson Tears; Curious George (video game)
Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.
Fill the blender jar up halfway with hot water combined with 3/4 cup white vinegar and 1/4 cup baking soda. Put the lid back on, blend for 20-30 seconds, then dump the mixture into the sink.
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This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.