April 14, 2016

Perfect Tile System - Home Content

The Perfect Tile System is getting some special additions: home content! The simple home (which is in no way finished) features a new preset called "Advanced Bricks" with a mix of Sun directions and custom directions for POM shadows, and some wooden paneling. There's also new content, like a rocking chair, an Indian-styled glass table, some artwork, and interesting shaders!

A lot of the home content uses clear coat shading models and variation in metallic rendering. The reasons for this is a lot of wood finishes and surfaces for home products often have a slight metallic sheen, giving them an interesting color.

I also added some blueprints to help with the creation of any home. The lights are controlled by switches you can place on the wall. Just place the lights, place the switches, hook the lights to the switches, and you can start toggling them on and off! You can also adjust the length of the cable that comes down from the ceiling and toggle between covered and uncovered lamps.

The new shaders look fantastic for a home setting. The paint shader looks particularly stunning, appearing just like an acrylic or oil painting with a nice semi-gloss varnish. I hope to eventually have an easy picture frame blueprint to avoid the work of having to manually scale individual pieces. Enjoy!

Lighting was a huge component of this project. The pointlights I used around the spots where the sun hit had very large indirect intensities and very low direct intensities. This allowed light to flood the room. I also used spotlights to direct the light in the direction of bounce off the floors, so along with some soft light bounces, you also get more directional lighting as well.

Hallway lights can be turned on to show off the IES profiles...

...or off to let the soft bounce lighting take over!

The paint shader looks fantastic! My mother said she wants to live in this house. I guess that's a sign that I'm doing something right. The color scheme for the whole home is very warm with green accents, and I found that sticking to a scheme works better than breaking away from it. Hopefully this painting will have a frame later.

Glass shader took a while to get right. This one uses a combination of forward shading and GGX specular with metallic rendering. I opted for an additive model because it brightens the scene the way translucent glass does. And yes, the glass does cast a shadow on the floor.

Along with excellent indirect lighting, the post processes makes the scene. I use a nice, soft bloom with a lower threshold, constrained the adaption a little to allow the light to brighten the scene, and I included Ambient Occlusion to aid with the shadowing in corners. Home lighting is all about that indirect lighting, and the post process needs to aid that.