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dgi

Shading

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Hi guys ,

I'm making this simple 3d game and it's important that every region of the scene is visible.I'm trying to figure out what shading model would be perfect for this task and I really like how the objects are shaded in blender.

 

Now I'm doing ambient + direct light diffuse  but there is some dark regions and I don't like that . I want evreything to be balanced  .

 

I guess they use the same model but for light direction they set the camera "look at " direction.

 

Thanks ,

dgi

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You could create a directional light source and update it's direction with the camera's lookat vector (like you said). Then you would have a similar approach.

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Maybe shadow casting (stencil or shadowmap), SSAO  and fog. Ambient occlusion images looks quite clear. I have attached an small render (raytraced, but gives a clue).

 

Edited by mawigator

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