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PostPosted: 2016/10/05, 05:05 
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I'm going to use this thread to post any neat screenshots or GIFs I can squeeze out of Duality. I hope to get some decent content in here over the next few weeks.

Note: Most of the actual good drawn/modeled artwork I post here probably won't be mine. I'm just responsible for the cool effects and shaders and stuff most of the time, and I need to source art off of free distribution sites in order to test my work. I'll put an asterisk next to pieces that are based off of someone else's artwork.

For now here's a sneak peak of what I've been working on:

Dynamically Lit


*Spaaaaace (original and my shader)


*Secret Technology


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PostPosted: 2016/10/05, 12:05 
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The second one, what is the original? They are so different it's incredible that a single shader can do that.

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PostPosted: 2016/10/05, 14:50 
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eyeliner wrote:
The second one, what is the original? They are so different it's incredible that a single shader can do that.


The bottom "flat" one is the original.


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PostPosted: 2016/10/08, 07:32 
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Gfycat Video - Click to Play. [Source]


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PostPosted: 2016/10/09, 09:15 
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Image

The material for the above:


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PostPosted: 2016/10/09, 12:12 
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Neat ^^ I'm assuming one side has maximum metal properties, while the other has none, while both have a very high roughness?

What I'm not sure I understand is, what's up with the big white spot? PBR has all that focus on energy conservation, so if you put in light with a strength of 1, shouldn't that be the highest value that you get reflected back? (Given that this is a sphere, I'm assuming that the center of the white area reflects more than 1)

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PostPosted: 2016/10/09, 20:50 
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Adam wrote:
Neat ^^ I'm assuming one side has maximum metal properties, while the other has none, while both have a very high roughness?

What I'm not sure I understand is, what's up with the big white spot? PBR has all that focus on energy conservation, so if you put in light with a strength of 1, shouldn't that be the highest value that you get reflected back? (Given that this is a sphere, I'm assuming that the center of the white area reflects more than 1)


You caught me ^^

I actually boosted the brightness of the lights above 1 to quickly set up this scene. I think the directional white light was around 4 or so. Also the large white reflection is the result of a white directional light pointing to the right and slightly "down" (which creates a large reflection all along the left side) and a yellow point light, which is mostly washed out by the directional light.

Both sides are actually metal, the shiny side has roughly 15% roughness, which gives it the diffuse lighting (as well as widens the specular reflection you noted) while the other side is I think 100% rough. If I make a material with 0% roughness currently it looks very unappealing because there are no environment reflections, so you basically have a mostly black texture with a little bit of specular highlights.


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