Engine just subtracts diffuse light value on places where stencil shadow volume appeared. Stencil buffer shadows are sharp and they are added after the whole scene has been drawn. Shadows are calculated in ARMA engine two types, depending on values in Video options and each model setting. Values for shading calculations are combined from textures, effect bitmaps, engine light settings (config) and material settings (*.rvmat). More complex materials use per pixel normal orientation. It is similar to well known Gouraud shading model. Simple materials count lighting per vertex by interpolating light direction between face edges (normals). O = direction of light (1= pixel is lit, 0= pixel is in shadow) S = specular (setting of material glossiness and specularity) It is always present at same intensity all over the scene and its value is done by overcast setting) ARMA engine has just one light source of directional light - sun or moon.) D is calculated as max(L.N,0)*sunLightColor - where L is light direction, N is surface direction (normal)Ī = ambient lighting (color and intensity. In real-time render we still have to simplify so Artist must understand how shading works in engine to be able prepare the best realistic looking surfaces.ĪRMA engine counts lighting as T * (D.o + A) + S.oĭ = diffuse lighting (color, intensity and direction. Lighting and shading is what makes 3D scene appealing.
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