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Chasing RIM light/reflections


My first blog entry yaay smile.png

Testing some shaders I did for an another direct3d engine a while back.

 

Rim lights or reflection are kind of cool because in real life when you look at a shiny car the reflections gets more intense the lower angle of attack you look at the surface.

 

So this is an attamept to mimic this, but you can also use it to background light your meshes.

 

To control amount of rim light I use some fresnel settings like this in the shader:

 

float Fresnel_Start = -0.1; //rim start lowest angle
float Fresnel_End = 0.70; //rim end widest angle
float Fresnel_Multiplier = 2.0;
vec4 Fresnel_Color = vec4(1,1,1,1);
float Fresnel_Cubemix = 0.15;

 

I didn't have a suitable sportscar to demonstrate it properly but a statue and a sphere will do just fine.

 

Rim Reflections using cubemap

 

LE_rim3.jpg

 

 

Red rim-light (no reflections)

 

LE_rim.jpg

 

Pure rim light no ambient or other light sources

 

LE_rim2.jpg

  • Upvote 4

8 Comments


Recommended Comments

Roland

Posted

Whow! .. Each time you write something I jump on reading it directly ... and never gets disappointed :)

shadmar

Posted

Thanks :)

 

Here is one using vertex colors to produce shiny colored glass with rim reflections

 

LE_rim4.jpg

  • Upvote 1
AggrorJorn

Posted

Very nice work shadmar. You have a reall talent in shaderprogramming.

ChrisV

Posted

You have a reall talent in shaderprogramming.

Yep, and AI aswell. :P

Nice work, shadmar! As usual. :)

 

Cheers

Guest Red Ocktober

Posted

again, you've outdone yourself...

 

--Mike

tjheldna

Posted

They look amazing. If you had an fps gun with scope you would definitely want the first one as its shader!

 

I have no idea when it comes to shaders and I'm going to need to learn. Where does one start?

Guest
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