22 julio 2013

Atmosphere (Iteration 4)

Once the basis was done, its time of improvement.

  • Underwater ambient lighting. I noticed I completely forgot the ambient term, so I did some kind of bounce lighting to lit the objects downside 

  • Caustics animation and "diffraction"
  • "Anisotropic" reflections


  • Depth fading. This was a lot of work. Basically, I had to recreate some UDK nodes, SceneColorTexture, SceneDepth and PixelDepth. 

The idea is simply:


Later I use this information to turn down Scene distortion or reflections, turning into this:


Not fixed result:


  • Added 2D clouds. To allow this little feature, I had to move the complex sky scattering to a skydome, because it was a postprocess, and this method enters in conflict with alpha blended shaders. So now, complex sky is in a dome in conjunction with the clouds texture. Now only exponential height fog remains as postprocess. 

It also has a first approximation for lighting. Will be improved later.



Video!


9 comentarios:

  1. This is really nice! It doesn't matter to me if you don't release anything on the asset store. I just want to learn the things that you learn. Do you think I should put Unity on hold and learn UDK's system like you did so I can get a better understanding of how to do some of the more advanced things you have done?

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  2. Learning UDK first is a good choice, no doubt.

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  3. Oh wow, neat stuff. How did you do the anisotropic reflection are those any related paper/code about it?
    Oh just curious, are you planning to release every asset that you created?

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  4. Thanks. Its just a blur :)
    Release... well, probably most of things are not polished at all. I'm still reviewing older work, and I always find errors, hehe. Ill see!

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  5. Yes, silly me just find out about it today :p. How many samples that you use for the reflection btw?

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  6. David esta genial, no te han propuesto que hicieras totorales en español?

    Saludos.

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  7. How did you do your caustics? Could you make a tutorial on this?

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  8. Would love something like this for my map. Any chance for a release on this work?

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