Archive for March 2015

Cinematic Lighting snags

As I mentioned in my earlier post, there were five major elements to the The Old Republic’s lighting model: gradient rim light, gradient illumination, depth of field, sky specular, and camera-relative lighting direction.

20150306-depth-of-field

The attached image shows my test map with an ordinary UE4 depth of field post process effect.  More importantly, it features the Owen model with the added sky specular effect.  Owen and the two material spheres are all using the same gradient; the sphere on the right has z-clamped it.  (Note: There is one difference between them in the screenshot — the gradient on Owen and on the rightmost sphere erroneously doesn’t use the same lighting vector as the other spheres, they are essentially lit from directly above instead of at an angle.  That’s already been fixed.)

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Posted 2015/03/07 by dyne3d in Cryptid, Gaming, Projects, Unreal Engine

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Unexpected news

I was certainly not expecting the news we got today.  Epic has eliminated the $19 subscription fee for UE4.  Nice.

Posted 2015/03/02 by dyne3d in Unreal Engine

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