Tuesday, January 22, 2013

World of Warcraft Balloon


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13 comments:

  1. my best bet would be a litsphere shader

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  2. Really looks like zbrush matcaps. Interesting effect :D

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  3. For the record, the viewport shader was written by Charles Hollemeersch - http://charles.hollemeersch.net/

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  4. so what's the difference between this and fresnel effect? Doesn't fresnel effect use normal vectors in vew space too?

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  5. Yes this is called fresnel not a little sphere, but it doesn't matter. Cool blog!

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  6. I would say the main difference is, that you have no texture when using fresnel, isn't it? As far as i know, you only use one color and the fresnel will use this color where it occurs. But with the lit sphere tech you have the chance to not only define a gradiant, even more you can use a real texture and define the left/right/top/bottom color of the "fresnel" effect. That's what i would suggest.

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  8. Huh. I made this same effect for an earlier environment. I had these big round paper lights and was messing around in the UDK material editor for awhile.

    I used a camera vector piped into the UV coords of the emissive texture, and added that to an emissive fresnel function. I also made a lerp between two emissive colors to have greater control over intensities/hues of the glow.

    Later on, I stumbled on Jordan Walker's Bathhouse scene and noticed he used a very similar method for his paper lanterns, except that he added a fresnel function to his diffuse material as well.

    Neat to see how other people create the effect as well, though! :)

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    1. You're right! I already knew the bathhouse scene but now i see that he also had this nice effect. Thanks for mentioning!

      Feel free to drop a screenshot of your lamps :)

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  9. To do this with really low tech one could make a balloon with inverted faces as background, have all the ornaments and borders straigt in front with alpha and the glow set to cam in the middle. I can imagine this would work too.

    On the other hand I remember we had an environment map setting on the shaders in Nebula1 at Project Nomads.
    That would map each pixel according to the viewing direction. A face pointing directly at you shows the env map center, as it bends to a direction the mapping shifts there in UV space too. So if you mapped a glow to a sphere: It looked the same from any direction.

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    1. Your low tech approach definitaly should work - of course it needs more geometry and you have to be able to define faces which always are camera oriented (a feature not every engine supports....no idea why not :,) ).

      Oh nice to hear that you worked on Project Nomads. Then you might know Bernd Diemer, right?

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  11. Very interesting blog. Alot of blogs I see these days don't really provide anything that I'm interested in, but I'm most definately interested in this one. Just thought that I would post and let you know.
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