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4. Light Scattering
Light
scattering is an algorithmic technique that models atmospheric
phenomena. It simulates the way that light from the sun interacts with
particles in the atmosphere to recreate the deep red of sunset or the
grey of dawn. With the adjusting of a few sliders the artists could
recreate the atmosphere from Dubai to Donington. The shader fragment is
appended to every shader in the scene giving a very consistent lighting
effect.
Veggies
In real life many racetracks around the world are in large fields with
lots and lots of grass. In the past the only way we’ve been able to
represent this grass is by plonking a grass photo over lots of flat
polygons.
This
time around we invested a lot of time in our veggie renderer that could
draw up to a million blades of grass giving a really good volumetric
effect. It also gives a great sense of speed when you see the grass
whooshing by.
Even
with our fairly mature tool-chain generating the assets for the first
game of a new generation is always a difficult affair. The programmers
are often so busy trying to get the game working that the artists are
left with buggy tools, feature requests get forgotten and work has to
be re-done because plans have changed.
It’s easy at times like this for resentment to build amongst the team.
Thankfully
this didn’t happen on MotoGP’06. Our artists and designers are
extremely experienced and were patient and tolerant when things went
wrong.
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