This is the last of the Arcane pics 😦
But don’t despair, although it looks a bit odd this is a great looking shot as it is using the new renderer. You can see there are scaling problems with the objects. Again, this is not a worry as this is just the old code.
Rameses has now got SubSurface Scattering. This has been faked for speed, and gives a sort of transparent look to objects, allowing light to show through:
In the above examples, you can see that the light is coming from the right side, but the left side (which would normally be in shadow is also illuminated.
It is also fully bump aware.
Unfortunately this has meant the material browser getting more faders:
But these are now offset so you can get a feel for related things. You can also see that the material supports a name, which is used in the material browser:
Although the Material browser is not an accurate depiction of the material, It gives a good flavour of what you can expect – UV depending.
The last section is the colour picker:
This is just a simplified version of the main object colour picker. the two layered colours are:
Top left is the basic colour of the object
Bottom right is the shine colour.
Here’s a quick animated gif of the animated material. It’s basically a ball with flat UV from the top (hence the weird looking sides).
This is just a quick demo to show that it all works 🙂
At long last the lighting is sorted, so here are some very quick brains:
Completed brains with lighting and materials
Just the material and no lighting – smoothing has also been applied so the sharp edges are not as visible.
And lastly, the pure 3d model showing the vertex/face colours
Further to the previous post on bottles. The question was raised about the Normals and if they were correct?
A Normal is an imaginary line that sticks up from a triangles surface. Using this we can calculate how much light is hitting it.
So here is the 3d model being lit by different lighting models (the light is coming from the camera):
This is the base model without any reflected light – you can see that the model has colour already inbuilt into it. There is no light being reflected, just the ambient light – so it appears flat:
Next we see the same model with light reflection turned on:
Next up we will change the OpenGL blend mode so that it has a sort of faux glass look. First with no light:
And now with the light being reflected – you can see that all sides are being rendered and that some colour intensity is happening:
Last we will look at the default model with no glass look, but different colours with alpha applied.
Here is the non reflected light version:
and with lighting on:
and with lighting and double sided rendering on:
My own personal view is that this version looks the best – yours my be different though?
This is a quick foliage concept test. Each item is duplicated 3 times (for testing).
Shown are a silver birch, brown tree, ground plane, 3 basic ferns.
I should also add that I am not aiming for a realistic look, but a stylistic one – hence the general concept.