Unreal Shaders

I made a set of shaders for one of my older characters in the Unreal Engine.

 

FA16_CG598_NBurke_HeatherSmith_Assignment4_Labels.png

Breakdown of the materials.

 

I also created an animated shader for the substance that is in her crossbow:

Advertisements

Image Based Lighting

This assignment was inspired by Journey.

I used hdr images from this website: http://www.hdrlabs.com/sibl/archive.html

While using just the “texture” as the light source, emit light turned on, and quality set to 2, I get these results:

01.png

03.png

04.png

Using this image that I got from the sIBL Archive:

05.png06.png

The same image, but I changed the rotation of the sphere so that a different section of the image is emitting light:

07.png

08.png

Comparison between the two:

09.png

I gave the drop cloth a mia_material_x and some reflectivity so that the sky reflected into it.

10.png

1.png

with a lighter background and even more reflectivity(I also modified the sky position):

11.png

I modified the scene a little so that I could utilize a portal light. I also changed the sky image:

12.png

14.png15.png

Another sky image and a new color multiplier:

16.png

17.png

Just an’env’ image:

18.png

19.png

Rendered without the sky background:

02.png

Higher quality render of an earlier image:

03.png

 

 

 

 

 

Area Lights

A small sample of area light settings.

I added an area light with the default settings.

The scene layout was inspired by a concept art piece by Matt Rhodes. Reference link here: https://www.artstation.com/artwork/Yqob

01.png

Render:

02.png

The light placed in a different position:

03.png

04.png

And another position:

05.png

06.png

I changed the decay rate to quadratic.

09.png

Ooops, it’s too dark to see now.

10.png

I increased the intensity to 10. It’s slightly brighter if I increase the gamma.

11.png

12.png

You can see that the light is effecting the area, but it just isn’t enough. So, I changed the intensity to 150000.

13.png

Here is a comparison between the first (1 intensity, no quadratic decay) and last image (150000 intensity, quadratic decay):

07.png