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TECNOALARM snc

10156 Torino (TO) - Italia-Italy

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TECNOALARM snc
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Company Address: 139/54, str. Cascinotto,10156 Torino (TO) - Italia,,Italy 
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Previous company profile:
TECNOTEL srl
TELESAT 2000
TV SAT SERVICE di FILOGRASSO M. & C.
Next company profile:
TECNOELETTRONICA snc
TECNOGROUP srl
TECNOSYSTEM di VON MALFER ARIBERT










Company News:
  • Graphic settings guide? : r Genshin_Impact - Reddit
    Subsurface scattering specifically refers to objects in the game having more realistic opacity rather than being completely opaque for everything (for example when light hits an object that is not fully opaque irl, it's not fully reflected off of it nor is the part that is not immediatelly reflected totally absorbed, some of the light will
  • Any mods to fix plastic-looking skin textures without ENB? - Reddit
    The flat comes from lack of proper Subsurface Scattering Shaders implementation, { { NAT ENB III }} has a fake SSS for non-ENB users, you just need to download the weather mod and ignore the ENB part of the mod page Alternatively as pointed by u unicellular_human you can use Dylan James' solution
  • Graphics Settings that do and dont affect FPS performance on PC
    Subsurface Scattering Quality - High Mirror Quality - High Level of Detail - High [Ray Tracing] Not available on GTX [DLSS] Not available on GTX The following settings might have a heavy impact on performance and were tested at lowest vs highest, with the performance impact noted: Cascaded Shadows Resolution - Impact: Moderate Major
  • Subsurface Scattering : r SkyrimModsXbox - Reddit
    Subsurface scattering looks great in particular on skin textures But it can really provide a very subtle but more realistic and three dimensional feel in general
  • Subsurface scattering *color* is gone from Principled BSDF. Why . . .
    Subsurface scattering *color* is gone from Principled BSDF Why? Need Help! Hey this is a strange thing to suddenly omit from the shader There is a subsurface scattering BSSRDF (what ever that stands for) but how to hook it up with ordinary Principled BSDF ?
  • Please help with Subsurface Scattering (reposted for better title)
    Now, understanding SSS quite well, I simply adjusted the radius and plugged her base colour into the subsurface colour node and played with the radius and scale values till I got a balance that looked right, but encountered an issue that I cannot find a solution to, anywhere on the internet
  • How would I do a subsurface color in Blender 4. 0? Trying to do . . . - Reddit
    Here is a Tutorial on Subsurface Scattering in Blender 4 0 to help you understand what has changed in 4 0 This should help you get the idea and help you to get the result that you want That's maybe more helpful than telling you to switch some value to some other values with no context Make sure that you applied scale for your objects because the values depend on the size of your object and
  • r unrealengine on Reddit: Why is my grass over lit as hell on my . . .
    The lighting scenario in preview is never the same as in editor viewport (unless you somehow setup your lighting to be exactly the same) In preview they are using a specific cubemap for example I usually just try to tweak my lighting or material until i get something that i like Usually tweaking subsurface scattering or base color value helps
  • Hey SkyrimMods! I was editing my subsurface scattering . . . - Reddit
    Hey SkyrimMods! I was editing my subsurface scattering settings in the ENB menu and it got me thinking about what other people use to make their characters look nice! What are your SSS settings and what ENB do you guys use? (I'm trying to steal some settings that look really good!)
  • How does subsurface scattering work? And why do I have the . . . - Reddit
    From what I understand, it is included in ENB (for both SSE and LE at the time of this post) What confuses me is when I have the option to install subsurface scattering textures Do I need to install them to get the effect? Or is it applied automatically without them? Should I always install subsurface scattering textures? What purpose do they serve if subsurface scattering is already




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