Katsuhiko Omori writes:
My name is Katsuhiko Omori and I work as technical artist at SEGA Japan.
One of my main responsibilities is to research new technology and evaluating them for a possible application for SEGA’s game titles.
In 2010, I designed a shader rendering pipeline for Virtua Tennis 4 (SEGA) with the help of Blender 2.4. I utilized the material node-editor to generate and compose different surface materials and fine tune the finale results. In this aspect, the node-system was an extremely helpful tool in exploring the possibilities of this artist oriented experiment.
VT4 adopted the ueber shader and thus was it possible to re-implement my designed materials and user parameters on the game console. The attached image illustrates the face-skin material - the most complicated shader. As you can see it is a rather complex combination.At the beginning the ueber-shader produces real-time shading effects such as direct light and ambient occlusion passes .The results are being combined with passes such as "diffuse direct light","diffuse indirect light","specular light","sss"and "sub fuzz scatter". After this lights are added , exposure adjusted , and finally converts the color spare .
Blender is for us a very valuable tool.
Sega Virtua Tennis 4
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