Saturday 23 April 2016

Alien Moon Trap




Light Shafts

A great aesthetic way to add atmosphere to an environment that is hazy or foggy is through the use of light shafts. Light shafts a beams of light bouncing of particles within a fluid. Air being less dense light shafts aren’t always visible however in a place like underwater they tend to be more common creating a beautiful soft light over anything submerged within it. This is something that is important to help create the atmosphere this projects art style is asking.

In the same way fog can be create by using a volumetric shader so to can Light shafts. If I place a spot light facing in the direction the light shaft volumes point the light and scatter revealing a majestic subtle glow.



Thursday 21 April 2016

Carved Wood

Carved wood is the chosen style for assets and character in this world, inspired from Shintaro Ohata’s artistic style everything needs to be created using the same techniques so as to maintain unity between all elements. Including the characters and other assets the Bubbles used by the inhabitant as a form of transport will have a geometric look to matched this carved wood atheistic.






Deep Sea Fog

Within the title is the words “Deep Sea” implying a hint as to the visual look of this project. Water being denser then air naturally absorbs light much more effectively overly the same distance. This creates a steep fall off in visibility, an effect similar to fog.



To create this Atmospheric Fog there are a few methods I could use, the most direct would be to create the fog using a particle system or Rendering a volume using a volumetric density shader. These methods are hard on render times and scene complexity. Instead I will create this effect in post. To do so I will require a the Depth information of the scene, which I can gain access to by rendering a depth pass based off the Depth limits set on the camera.

Once rendered the Depth pass can be used to overlay a fog layer within the compositor.