Tuesday, April 10, 2012

Combined Render Passes

I have tweaked and fixed up various shading passes, and I think I am ready to move onto the modeling part of the project.

Here are the components of the shading:

  1. Diffuse lighting
  2. Soft shadows. Used instead of ray traced shadows. Also eliminates the need for ambient occlusion.
  3. Subsurface scattering (so called). I figured it looks more like effects of depth volume rendering, not quite like subsurface scattering, but can account for some types of a similar effect.
  4. Fog. Mainly used to hide numerical errors for large distances. Instead of light blue (or other fog color), can be set to black to simulate view-aligned lighting. 

Here's the current output:




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