Thursday, 10 March 2016

Fable Legends - Rain system break down


       Rain system I created for Fable Legends was meant to be part of Season 2 , as such it was never presented to the public.

       The Idea was to create something that is very easy to apply in this case a single element that can be dropped in to level and change the look of environment from sunny to rainy with minimum editing requirement. This way Rain could be applied on existing game levels without need of re-editing it.
      This was achieved by breaking rain in to several elements:
-           Environment screen post-process shader that override output on screen base passes to make things look “wet” .
-          Simple modification to master landscape material that generates paddles based on landscape material high-map.
-          Colour mapping adjustment to create mood.
-          Full screen post process “blendable” material that creates rain features (splashes, water rings, rain curtains).
-          Also there is simple tool that helps to define “dry areas for caves and indoors with minimal editing. In this approach there was no particle system in use. 


Here is example of how scene looks with and with out rain system active
  




 Effect breakdown:

1. Enviroment postprocess changing Roughness , Base colour and Normal Passes to apply "wet" look


2. Generating Paddles, bellow example of 3 difrent intensity settings


(paddle water is actually "running" down the slopes, base on terrain normal direction)



4. colour mapping addjustment to created mood



5. adding rain features via full screen belndable material. 




Final Result: (all of above combined together.)




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