Skip to content
Tags

DX shaders and lighting development proposals. (1st Draft) Version 0.85

December 26, 2009

<![CDATA[DX shaders and lighting development proposals. (1st Draft) Version 0.85
writen by lee 2009-10-08

Contents

  • Character light
  • Character (monster) shader development plan

1. Base Texture.


2. AO & Glow & Detail Texture.


3. Normal Texture & Specular Texture.


4. Monster sempeulring lighting.


5. Background lighting (stage lighting) 5

Character lighting

Requirement light element

Style of light : Main Light, Bounce Light, Lim Light

Type of light : Directionl light1,Directionl light2,Directionl light2,

  • Directionl light1 is scene diffuse color lighting and multiple value control can be use

  • Directionl light2 is ambient color lighting and multiple value control can be use in scene

  • Directionl light3 is backlight color lighting and multiple value control can be use in scene

– Main Linght: Daylight of character, character vectors to determine the shadow

– Bounce Light: Lamp as a stand up under the direction of light

– Lim Light: Back Light as the current shader for character with Lim Light shaders to use in determining whether the discussion maybe.

Sample character shading

Character (monster) shader development plan.
1. Base Texture = default color texture and alpha map has the Transperency texture node in to alpha channel.
2. AO & Glow & Detail Texture = RGB texture map information of each channel to the value A.O texture properties, glow map information, diteil map information is stored, the texture of a piece to get information from three kinds of uses. In addition, the alpha map for the reflection area can be controlled by the reflection mask properties is used Specifications is different from the information.
The refraction here is gloss maps environmental maps.

3. Normal Texture & Specular Texture = noramlmaep texture and alpha map to obtain information from specular map.

(shade test used by Xnormal DX 10 )

Monster sempeulring lighting.

– Character lighting and must use the same lighting.

Background lighting (stage lighting)

– As an independent character with light light

– Daylight is the light vector directional light and character is always keeping the main light contain same vector.

– Adjust the color and becomes multiple light value.

루벤소프트

DX 쉐이더 및 DX 라이팅 개발 제안서. (제1안)   버전 0.85
lee  2009-10-08

목차

케릭터 라이팅 3

케릭터(몬스터) 쉐이더 개발 계획. 4

1. Base Texture. 4

2. AO & Glow & Detail Texture. 4

3. Normal Texture & Specular Texture. 4

몬스터 라이팅 셈플링. 5

배경 라이팅(스테이지 라이팅) 5

케릭터 라이팅

Main Light , Bounce Light , Lim Light

– Main Linght : 케릭터의 주광 , 케릭터 쉐도우 백터를 결정

– Bounce Light : 보조광으로서 아래에서 위로 올라오는 라이트 방향

– Lim Light : Back Light 로서 현재 쉐이더에 들어 가 있는 Lim Light 쉐이더를 케릭터에 사용 할 것인지 아닐지 논의 후 결정.

<셈플 케릭터 쉐]]
>

Advertisements
Leave a Comment

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: