Wednesday, 29 January 2014

Antarctic lighting and shading

Little big update for my Antarctic project. Little because not much difference in layout from the old one, big because so much of new things in shaders, its logic, sharing values, etc..

WIP. Update for antarctic scene. This time about shaders and lighting Rendered in UDK

My attempt to make Custom Physically Plausible shading (PBR Physically Based rendering) inside Unreal engine. As well realization of my thoughts about data sharing on big levels.
 Basically all values across all materials are shared and controlled through material utilities, mostly same tiled textures used across every surface in world space. Adding new asset is just about importing mesh and normal map into the editor and applying correct instance material, done.. Shaders contain information about waterline high and can make meshes wet or change color on ice if mesh is placed in water. Rock meshes will use terrain main color mask to apply snow or rocks in same place as it on terrain, etc. Additional controls applied through vertex color, what reduces amount of instance shaders and gives me per object controls.
Overall process is about moving content rather tweaking individual assets

Waterfall - Mesh with animated displacement map ( texture scrolling) + vertex animation for secondary waves

World machine for terrain Water layer is terrain layer automatically projected on specific high

 Birds using vertex world space animation for wings waving. Partly distributed as particles, partly as regular meshes

Same vertex animation used for ice waving or assets which should be placed on water.

 All shaders based on library of instances, so basically if I change some rule set in one element it will affect all other shaders in same time. This saves me from re tweaking different shaders if I need to change something.

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