Home Tutorials Download Beta Store Forum Documentation KnowledgeBase Wiki Blog

Next Gen rendering techniques
24th February, 2010

Next Gen rendering techniques

Rendering

1 Star2 Stars3 Stars4 Stars5 Stars (7 votes, average: 4.86 out of 5)
Loading ... Loading ...

Enable Hi quality rendering in your game.
Sublime your creation using normal maps, specular map, glow map, multi-point lighting and put it in an osv to share.





Summary

1 – Prepare the model
2 – Import from 3ds Max
3 – Lighting and material
4 – Post process
5 – Export and publication

Model credits goes to VANG CHI, thank him for providing us such a nice model.

Prepare the model

Your object must follow the rules from this article : Setup a model for Collada Export

In 3dsMax 2010, Open the ShiVaTools and check your scene, use the character tools repair option if needed.
Delete useless objects like camera, dummy, etc.

Select File > Export, select the Autodesk Collada collada format, and save your file ( D:/Export/mycharacter.dae ),
be sure to have the latest FBX exporter ( at least 2010.2.1 ) using the Web updates button or browsing the autodesk website.
Be sure to set the up Axis to Y-up and check the Single Matrix option.

Import from 3dsMax

Open ShiVa Editor,
Open the General desktop ( ctrl + alt + F1 ), Data Explorer module, select Import > Scene, select your file and import, we will see the import options after the first import.

Once the process completed, the Data Explorer switch automatically to the scene folder, double click on your scene to open it.
Double click on the background to zoom on your object, measure your object ( press D ), here, the character is about 191 ShiVa units, consider as 191 meters.

Close the scene, Data Explorer, select scene import, and change the scale option to match your needs, here scale is set to 0.01 and hit import.
You will be asked to overwrite resources and scene, click yes both.

Open the Textures folder in the Data Explorer, you will see only diffuse textures, import the other textures ( normal map, specular map, etc) using the Import > Texture options.

Import step is now done.

Lighting and materials

Lights have been imported but are not well setup, they are orange, meaning that they are for precomputed lighting and size is too small.

Click on a light, and check its properties in the Attributes Editor> Light attributes , check the “Use for real time lighting” option.
In the Scene Viewer, light selected, use the mouse wheel to switch to scale mode and scale until your character is included inside the sphere.

It is now time to setup you model materials, hide the light in the scene ( Scene Viewer > Display > Object filter > Lights Attributes )

Open the Preview desktop and load the Material Editor on the left.
Click on the eye dropper and pick a part of your character

Lighting

Open the lighting rollout and check “Receive Dynamic Lighting > Per Pixel Lighting” , adjust the diffuse, ambient and specular color if needed
Also check the “Cast” and “Receive Dynamic Shadow”, we will add a light later to enable shadows.

Textures

we will now add the other textures.

Load the normal map and specular map in the dedicated channel, if you have a glow map, laod it in the effect map 1 channel and set the effect to burst.

Do the same for all your scene material.

Tips : if you want to open all your scene material at once, load the scene explorer, switch to the Ressources tab, order by type, select the materials and drag’n'drop them in the Material Editor, If you have ShiVa Editor Advanced, you will be able to batch material processing ( Edit > Batch processing )

Shadows

We will now add a directional light to create shadows as point lights doesn’t support shadows for the moment.

In the Data Explorer, open the models tab and drag’n'drop the DefaultDirectionnalLight, be sure to display light attributes ( Scene Viewer > Display > Object filter > Lights Attributes )
Select the light, set its rotation to -80,0,0 and make available for real time lighting ( Light attributes ) also check the Project Shadow option and set the color to black, in this way, there is no additional lighting but shadows.

Post Process

We could make color correction, adjust contrast and add bloom.

To change ambiance, open the Ambiance Editor in the Preview desktop,

In the general tab, set the background color to black, change the shadow color if you need to make it darker or lighter.
Tips: press Ctrl while changing a color slider to stay in a white to black mode.

In the PostRE rollout, add some Bloom ( intensity 0.65, thresold 0, coloring 0.7 )

The black color hide some character details, we will add a back light to enhance it.
Load the Material Editor instead of the Ambience Editor, pick your character material ( press M in the scene viewer ), advanced effect rollout, set the back light to white and the intensity to 16

Final Render

http://www.youtube.com/watch?v=eZugkUQ_fz0&feature=grec

Leave a Reply

You must be logged in to post a comment.