Using the basic models with no texturing, there is now a single shadow caster.
Blanking color makes it much simpler to focus on the shadow and SSAO.
First a base shadow:
And now with controllable softening of the shadow:
And finally the colour added:
And all together:
Currently there is no direct lighting support, but the basics are all present. Lighting can be seen in this shot with 5 lights, shadows and SSAO:
Control, we have a problem…
Looks like the table got exploded. but the SSAO is now looking nice and all the moire has gone, and the SSAO halo (the model gets lighter around the edges) is also gone. Plus SSAO depth darkens much better.
Got a native Blitz3d .b3d object importer. Very basic at the moment. but it’s a start.
Here is the generic dwarf and turtle:
Each mesh object is coloured separately.
Here is the axe separated from the dwarf model and re coloured and textured:
Yep. It’s the further return of the table…
Here with added shadow, SSAO (ambient occlusion). This is not using the new material render system, just the vertex colours.
It’s just a test…
And without the new renderer, but a better table:
Here’s a quick render of procedural tulips.
The three axis windows (front, left, top) show the individual object parts:
Stem, Leaf and flower head.
The resulting plant has a single flower head, stem and four leaves. With the flower and leaves also having some random colour.
There are no additional material properties, just basic colour and light reflect.
Objects can now have a faux global illumination and mirror applied.
It’s a variation of Screen Space Occlusion.
Here’s a quick image of the new renderer.
Main features are Ambient Occlusion, Colour bleed, and dynamic dirt shadows.
The four images on the left are the deferred render images: Shadow, RGB, Normal and FX