You can see this process in the following video: Keep in mind that light sources will only have an effect on image layers with the Lighting option enabled, as we have done in the previous section.įor now, we simply add two light sources to our scene and use the color picker to select colors directly from our wallpaper so that the light color matches the contents of the image. You can move the light sources around just like any other object in the editor. To do this, click on Edit at the top of the browser and then Add Light. You will need add the appropriate light sources to your scene and adjust them accordingly. This is because your scene, by default, is lacking any significant light source. Your browser does not support the video tag.Īfter enabling the Lighting option for your layer, you will have noticed that it immediately turned dark. Watch the video below to see all the steps up until this point: Invert: Inverts the direction of details of an object to flip what is in the perceived foreground and background of an object.For most cases, it can be left at its maximum value. Depth: Controls the strength of the surface details of an object, setting it to 0 will cause all surface details to disappear.Generally you want to keep this at a lower value to retain the surface structure but often it makes sense to apply a little bit of blurring to make details appear less jagged. Blur: Blurs the surface details of an object.Threshold: Controls how far the shape reaches into the center of the object, for most cases you can leave this at its maximum value but you can reduce the threshold to make the outer areas of shape more pronounced as they will be more abrupt.For most cases, the default value is a good solution. For something like an inanimate pyramid-shaped object, an exponent of 1 makes the most sense. For something like a body, a higher exponent makes sense as it will appear more round. Exponent: The exponent controls how pointed the surface area of an object appears.In most cases, you can leave this at its maximum value. Depth: Controls the perceived strength of the 3D effect on the outer edges of an object.Blur: Blurs the overall shape of the normal map, we generally recommend to leave this on a higher blur in most to avoid jagged edges.You can find a detailed description of all the options below. You can now tweak the normal map to match your specific object better, though the default options should already work well for most cases. Now, enable the Lighting or Reflection option (or both) to reveal additional options, including the normal map generator.Ĭlick on the Generate button in the Normal map section to open up the normal map generator. This works best if your specific character or object is its own layer, we highly recommend using foreground separation to first separate any character or object from the background before you continue, if you have not done so already.Īfter selecting the layer that you want to create the normal map for, scroll down on the right-hand side and click on the Configure Lighting & Reflections in the Materials section towards the bottom. In order to get started, select your image layer that you want to apply real-time lighting and / or reflections onto. Wallpaper Engine comes with a normal map generator that you can use to easily generate a normal map for your image layers. Normal mapping is a common approach in video games to give flat textures a perception of being three-dimensional. In order for 2D images to get a perception of depth that is used for lighting and reflections, we need to make use of a normal map. These two functionalities work well together but, as always, try to not enable both of them if you do not really need them to keep the performance impact as low as possible. This requires you to enable either the Lighting or Reflection options in the material settings of an image layer. Wallpaper Engine supports real-time lighting and reflections on 2D scenes.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |