BT Sequence test

This is another grade test – which is now a couple of months old, but I thought would be interesting to put up. There are some cloth penetration issues here which we’ve now solved using a combination of a custom shader (which traces a distribution of rays, out along a normal from the clothes, and displaces the penetrating geo back inside of the clothes), and some manual fixes in the lighting scenes.

We’ve also been testing the recently open-sourced stretchMesh as a way to solve the penetration issues, which we’ve had some success with and are considering integrating into the main character rigs.

The eyes in this test are based on raytraced reflections, using specific reflection objects. Since this test, our methods have shifted to instead use our point cloud as the reflection environment (this makes things a bit more predictable).

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