Tutorial: Realtime GLSL Lighting and Shading

In this tutorial I will go through some of Blender’s basic features for real time rendering when presenting any kind of model or digital sculpture.
Examining a digital sculpture I recently created called – Death Taker. I introduce my personal technique for setting up the presentation. I explain in depth each part of the lighting and shading process for reaching these results demonstrating all the aspects in recreating a simple example scene.
Overview:

  • Realtime shadows setup with the Blender Game Settings
  • Using Hemi lights for faking ambient / bounce light effects
  • Using the 3 lights method – Key light, Fill light, Rim light
  • Ramp shader material creation with Warldso Specularity
  • Baking the Ambient Occlusion and Dirty Vertex Paint (cavity) into the Mesh vertex color data
  • Using the material nodes to multiply the bakes on top of the material (introducing the nodes – Geometry, ColorRamp, Mix RGB)
  • Discussing the specific choices I made for lighting and shading the sculpt – Death Taker
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