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Blogs

  Character Rim Lighting
by David Rosen on 11/03/09 05:09:00 am   Expert Blogs
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  Posted 11/03/09 05:09:00 am
 

When I loaded Aubrey's new rabbit model, it was clear that we needed a new rendering method in order to do it justice. Our basic object shader works best for hard surfaces like wood, leather and stone, not fuzzy ones like fur and cloth. This problem was most obvious when the model was lit from behind:

Rabbit

It suffers from the 'plaster effect' -- it doesn't have the subtle shading effects that characterize the materials, so the surfaces that should look soft instead look harsh and rigid. In real life, fur and cloth always have tiny stray fibers that catch the light when lit from behind, giving a 'halo' effect. We can start to approximate this halo by lighting up surfaces that are perpendicular to our viewing direction, like this: 

Rabbit

This is often used as a 'selection' effect in 3D games because it's an easy way to highlight edges. However, it needed to be toned down before we could use it as a realistic effect. First, I decided to modulate the brightness of the highlight by a softer version of the standard lighting equation, so that surfaces facing directly away from the light remain in shadow. 

Rabbit

Finally, I used one of our unused texture channels (the alpha channel of the normal map) to specify which parts of the model are affected by rim lighting. This gives us detailed control of how fuzzy each surface should look. Here's the final shader applied to the rabbit model: 

Rabbit

While I don't have time to make a detailed fur shader yet, I thought this effect went a long way towards making the rabbit's fur and clothes read as 'soft' materials. Does this effect work for you? Can you think of any ways that I could improve it?

 

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Comments

Chris Howe
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The final shot looks great. I don't really see the effect of the rim-lighting control channel though. Maybe you could make the contrast for the different material types greater?

John Kaniarz
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I saw a trick in some NVIDIA guide to fake sub surface scattering on human faces that my apply here. Find the angle between the surface normal and the light source (0 to pi) where 0 represents facing light source, pi is completely back facing. Multiply the angle by .9 (actual number to taste). So now all the surfaces are slightly more front facing. Now your perpendicular surfaces are slightly front facing, and get slightly lit. (fixing the ultra halo problem) It has the added benefit that all surfaces are lit the same way, with no conditionals.


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