Blender game engine dynamic shadows




















The same Blender text object type can be used in-game. The video texture function allows you to update or replace a texture during the game.

Not only does this give you the ability to use a video file as a texture, as the name of the function implies, but video texture can also be used to replace a static texture with the following:. Because video texture is a rather advanced feature that requires some Python scripting knowledge, it will be left for your own exploration. The book files contains a few examples of how video texture can be used.

Using environmental cues such as haze, lighting, perspective, and existing knowledge of dimensions of common objects. Using this method, you can still get a sense of depth from looking at a flat picture. The basic idea behind all 3D stereoscopic techniques utilizes the third point on the list above: parallax. That is, to display a different image rendered from a slightly different perspective to each eye.

There are many methods used today to make sure the left eye only sees the image intended to be seen by the left eye, and the right eye only sees the image intended for the right eye. Most 3D movie theaters achieve this by using polarized glasses combined with a dual-projector setup. Glass-based 3D TVs for consumers use shutter-glass that quickly alternates between blocking the left and the right eye, synchronized to a fast-refreshing screen that also alternates between right- and left-eye images.

Blender can output stereoscopic renderings in many ways. But regardless of the final output format, it starts by rendering the scene twice, with a slight horizontal camera offset controlled by the setting Eye Separation to mimic the separation between the human eyes. When Stereo mode is selected in the Render panel, as shown in Figure 5. V-interlace and Interlaced: The left and right images are interlaced together.

This mode requires additional 3D hardware to see properly. Above-Below: The left and right images are stacked vertically. This mode also requires additional 3D hardware to see properly. Side by Side: The left and right images are placed next to each other without overlapping. In this Stereo mode, you should be able to see the 3D effect by crossing your eyes really! But this method of viewing 3D is very straining on the eyes. I do not recommend you try this for extended period of time.

Anaglyph: In this mode, Blender filters the left and right images with a different color and then overlays them on top of each other. This mode requires the viewer to wear a pair of 3D glasses with tinted lens. The left eye should be tinted red and the right eye should be tinted cyan. With the glasses on, the colored lens should only allow one image to go through, blocking out the image for the other eye.

This way of seeing 3D is less stressful than Side by Side, but requires the monitor to be sufficiently bright relative to the ambient environment for an optimum image. The only downside of this approach is the lack of accurate color representation. Quad-Buffer: Quad-Buffer is the natural extension to a typical double-buffer rendering system, which is used for single-eye rendering.

This mode also requires additional hardware to display the image. Quad-Buffering is a native stereoscopic method supported by OpenGL. The Dome mode was implemented by Dalai Felinto as a part-school, part-commissioned work. Similar to how environment maps are rendered in Blender, the Dome mode works by rendering the scene from many directions, up to six times.

This data is then stitched together and mapped onto a new canvas of any arbitrary shape, and finally displayed on the screen.

Even with a flat screen, Dome mode can provide you with a much better viewing experience than the default OpenGL perspective mode at extremely wide angles, as depicted in Figure 5. Both cameras are degrees. Notice the heavy distortion on the left image, and the fisheye look that the dome perspective obtains. Dome type: Controls how the images are mapped onto the screen.

Cube Map shows you the raw render done by the dome engine, laid out in such a way to match how Blender stores the environment maps. This is mainly useful for debugging, or if you want to save the cube map for a different purpose. These choices warp the images in different ways to fit the screen. Try them out for yourself! Be careful, though-some of these settings can be very disorienting!

Resolution : Sets the dimension of the render-to-texture images; a smaller value will give you better performance at the cost of a lower-resolution final image. Tessellation : Sets the number of subdivisions of the mesh used for displaying the final image. A larger value means less distortion, but it will also be slower. You can check the effect of this setting by running the game in wireframe view.

Tilt : Pitches the view up and down without actually rotating the in-game camera. Because both stereo imaging and Dome mode require the game to reposition or reorient the camera to create multiple views per frame, certain camera-dependent texture and shading functions such as normal and reflection, and specular highlights might contain artifacts when rendered in Stereo or Dome mode.

You can even be shorter than there. As John Carmack the technical director of id Software, known for Doom and Quake series noted at QuakeCon No matter how good a scene looks graphically, it only takes one frame of awkward animation to completely break the illusion of realism. Many games today have achieved near-photorealistic graphics, but once the character starts to move, it becomes painfully obvious how artificial everything is.

Visual Style For most graphic artists, the ultimate goal of their work has always been photorealism. Designing for Real Time For a typical computer animation, the rendering time is effectively unlimited. Art Assets Art asset refers to any piece of work that is used in a game. Geometry Geometry is the basis for any 3D scene. The supported Blender object types in the game engine are: camera, light, empty, mesh, and text. Materials and Textures Once the modeling is done, materials and textures, which add visual fidelity, can be applied to the mesh.

Lights Lighting not only sets the overall tone of the scene, but it also helps highlight certain details while hiding others. In fact, without lighting, the virtual world you create would be pitch black. Shading Modes The game engine offers two different real-time shading modes. To switch between shading modes, go to the Render Property Editor. Game Engine Interface If you are following this chapter on your own without using the supplied template file from the book, remember to set the render engine to Game Blender once you started Blender.

Nah… Yes! Material Management The very top section of the Material panel lets you manage the material data blocks. To create a first material for an object: In the 3D view, select an object without a material for example, the monkey in GLSL1. Since the object has no material, by default the new material will be applied to the entire object. Multi-Material Objects If the object has an existing material, you can create another material and assign the new materials to part of the mesh as follows: In the 3D view, select the object.

Object vs. Data You might have noticed another pull-down menu beside the New Material button. Material datablock linked to the mesh: Material datablock linked to the object: Preview The Preview panel shows how the selected material would look if rendered.

Diffuse Diffuse is the soft matte , reflected component of a surface. Using the color selector, you can change the diffuse color of the material. Lambert is the default diffuse shading algorithm; it is suitable for most surfaces. Oren-Nayer better approximates rough surfaces, as it provides a more gradual transition from light to dark than Lambert.

Minnaert is like a regular Lambert shader but with additional processing on the edge of the object where the surface normal is parallel to the camera. It can achieve a somewhat velvety-looking material without the use of a ramp shader. Specular Specular is the hard glossy , reflected component of a surface. Ramp Ramp lets you add an arbitrary color gradient to the object.

Available input options include: Normal: The color band is mapped to the surface normal of the object in camera space. Mix: Uses a combination of the both inputs. A factor of 0. A factor of 1 means one of the inputs completely dominates the other. Add: The two input colors are numerically added together, often resulting in a brighter image. Multiply: The two input colors are numerically multiplied together, often resulting in a darker image. Shading Emit : Controls how much light a surface appears to give off.

Ambient Drawbacks Ambient does have its drawbacks. Game Settings Backface Culling: When disabled, makes both sides of a face visible when running the game. Opaque : Treats the material as a regular solid. This is the fastest draw mode.

Face Orientations: Rotates the faces away from their original orientation. Note that face orientations are not visible in the Viewport; therefore, to preview the effect of these settings, you need to enter the game mode. Normal: The default option. No extra orientation is applied and faces are rendered as normal. See A Billboard: Forces the X-axis of the object to face the camera while keeping the Z-axis of the object upright. To visualize this, imagine someone is holding a billboard and trying to get your attention by always rotating the billboard to face you.

Billboard is used frequently to render simplistic vegetation and trees in architectural visualization, so that a tree can be represented by a single plane that always rotates around its center.

See B Halo: Forces the X-axis of the object to always face the camera. This is similar to the billboard option, but no axis is locked.

Halo, as the name implies, can be used to render particles and other non-3D sprites see C. Shadow: Objects will reposition and reorient themselves so that the center of the object will match the closest object directly below it in the Z axis. Physics The physics setting controls some of the physics property of the surface. Additional Options Exclude Mist: Excludes the object from the mist calculation when enabled. Mist is a world setting that can be accessed from the World panel.

This is an easy way to apply a simple texture onto a material without creating a texture data block for the material.

It will also override the transparency of the material using the alpha channels of the texture, in addition to replacing the diffuse color of the material. Vertex Color Paint: Multiplies the vertex color of the mesh on top of the regular material.

Receive Shadows: Makes real-time shadows cast by lamps visible on the surface. Only spot and sun lamps cast shadows. Object Color: Modulates the material color with the object color. Useful for getting different objects sharing the same material to have different colors. The object color can be set from the object Properties Editor. The Texture Panel Texture is the main way to add details to a surface without adding extra polygons.

Texture Data Blocks Texture data blocks are almost always linked to a material see note below for exception. To create a new texture, the object must already have a material. Select the object and add a new material, if necessary. For working with the game engine, set the type for the texture to image.

Image texture is what we will be using most of the time. The only other available texture type option is environment map. Procedural textures, such as clouds and noise, are not supported in the game engine. Image To load an image as a texture, you can either: Load an existing image data block one that is already being used in this Blender file.

Generate a new image directly from within Blender. Browse and load an image file from your computer. Input Color Space: Controls the color space transformation that happens when the image is used. Normally, textures are created in the sRGB color space, so the default setting is sufficient. For color-sensitive work, you can change the Input Color Space to match the image file. View as Render: Apply an additional color transform in order to take into account the color transform when rendering.

Use Alpha: Uses the alpha channel of an image when available. If enabled, you can also pick between Straight alpha and Premultiplied alpha. The difference is beyond the scope of this chapter, but if your alpha texture has a dark or bright fringe around the edge, then sometimes switching between straight alpha and premultiplied alpha can solve it.

Image Sampling Panel The Image Sampling panel contains some of the options that change how the image is interpreted inside Blender: Calculate Alpha : Ignores the real alpha channel from the image file and instead calculates the alpha channel from the intensity of the image. This treats black pixels as transparent and white pixels as opaque. Normal Map: Tells Blender to treat the image as a normal map, so that the RGB value is interpreted as surface normal, which can be mapped to the normal channel of the material to create bumpiness on the surface.

Mapping Panel Mapping controls how the 2D texture is mapped onto the 3D object. Offset: Translate the texture coordinates. Size: Changes the scale of the texture coordinates. Set the texture type to image and load a normal map image from disk. Enable the normal map option under the Image Sampling panel. Disable texture influence on material color by unchecking color under the Influence panel. Normal Maps and Height Maps A normal map is stored as a regular image file, but instead of changing the color of the surface like a regular color texture, normal maps are used to alter the per-pixel surface normal.

Blend : The blend selector is another key setting that controls how textures are mixed with each other. The blend option controls how the texture is mixed with the existing material color. Negative: Inverts the color of the texture. Optionally, set one of the window types to UV Image Editor to see the result of smart project. Now the 3D Viewport should look like Figure 5. To scale it down, change the Size attribute under Mapping from 1.

At this point, you should have something that looks like Figure 5. You can now go back to the Material panel and change base color of the car by altering the diffuse color however you wish.

Material Caching There is a new setting in Blender 2. Nodes Node is a new way to work with materials and textures in Blender. Some typical uses for node-based materials include: Mixing multiple materials: With the Node Editor, you can load multiple materials as input and mix them together to create a meta-material.

Multitexture Multitexture is older than the GLSL shading mode, but still far more capable than the singletexture material system.

Specular Shader Model: The default one will always be used. Ramp Shaders: Always disabled. Shadow Settings: Always disabled.

No object casts shadows in Multitexture mode. With this panel you can control how objects using this material cast and receive shadows. The shadows that appear in a scene are affected by a combination of the layout of objects, the shape of the objects, the materials of the objects, and the lighting. See Shadows for a more complete description of this subject.

In MultiTexture mode, shadows only appear in the rendered image: none of these can be seen in the preview image. The Shadow panel in the Materials Properties editor see Fig. Shadow panel. The various properties are described in the sections below.

Hope this Helped! Improve this answer. Kataware Kataware 2 2 gold badges 3 3 silver badges 11 11 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.

The Overflow Blog. Stack Gives Back Safety in numbers: crowdsourcing data on nefarious IP addresses. Featured on Meta. Is there any other way to fake lighting in the GE? I do know of the baking…but I would like a way where you can change the lighting direction…and that then updates the shadows.

Baking is the biggest thing I can think of for gaining performance on lighting. The spot is sucking up resources because it has to cast a lot of shadows for a big scene.



0コメント

  • 1000 / 1000