I’ve spent a day making this techdemo 1. because it was fun making the demo and 2. because almost all
blender game engine “techdemos” don’t look…appealing to me and so I wanted to use all knowledge I have about shaders for making this demo to let it look as nice as possible (this demo is mostly a collection of shaders from others) and I’d say, I succeeded but what do you think? (It’s funny to see Nintendo Charakters in real-life scale (your eyes are 1.90m tall (I’m a giant :D)))
And because you probably want to know how it looks:
This is in-game (took 0.017 seconds to render)
This is a cycles comparison render (took over 350 seconds to render)
Controls:
press alt and F11 and then p
standard wasd movement and mouse rotation
Recommended specs:
- CPU and RAM don’t really matter
- gtx 660 and 1GB VRAM or better (I’ve got a 960 and it runs at fluid 60fps and 80% GPU usage)
Yeah, the BGE is slow xD
Features of this demo:
- fake HDR (the image gets rendered dark and then it gets brightened)
- DOF
- FXAA
- toon shading
- environment lighting
- PBR
- lens flare (I’ve written this shader by myself so it’s not perfect)
- motion blur
- smooth camera movement
- Nintendo characters, obviously -.-
But I’ve got a few questions:
- why does the shadow sometimes freak out? (that bug was in every game I’ve made :/)
- why isn’t the environment lighting visible in standalone player but in embedded player?
Annotations:
- everything is dynamic, nothing is baked, because of that there is no GI
- the models are ripped from Nintendo games
- there is the demo: http://www.file-upload.net/download-12007874/SimpleShaderTechdemo.blend.html