- Nov 9, 2022
- 296
- 423
See, that advice makes total sense in a vaccum? But what happens when you've got two characters pacing around a living room at night, looking out windows and expanding and closing the distance between them, symbolizing the emotional distance between them that they're opening and closing with their words? When two characters get close enough to fuck, or in the really sick works, hold hands, are there now six spotlights on them?The theory is that if you 'parent' them to a figure, unless an animation has lots of turn arounds, they should stay with the figure. I'm not into animation, so that might be a 'suck it & see' thing...
How much bleedover onto furniture is acceptable? If it's 100%, because it's meant to be grounded in the environment, then why don't I just blend the 3-point-light HDR with my regular HDR? If it's 0%, because the whole point is to make the characters stand out, why not integrate it into the skin material? These are all options we have as 3D artists that movie directors don't get in real life.
I'm sure there's perfectly sensible reasons to do or not do it this way, I just don't know what those reasons are yet. (Indeed, I think modern video games faked rim lighting using surface normals in the Playstation 2 - Xbox 360 eras. It's fallen out of favor as 3D lighting engines have become more powerful, but I used it in this very project because I want my rim effects to look fake, as if a 2D artist faked the lighting using airbrushing techniques in a paint program.)
![AirbrushedSkin.png AirbrushedSkin.png](https://attachments.f95zone.to/2023/05/thumb/2632544_AirbrushedSkin.png)
(Open season on shader feedback, BTW, everybody.)
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