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Forums - Nintendo Discussion - Art of Balance to use subsurface scattering, physically based shading, and more

http://nintendoeverything.com/weekly-screenshot-art-of-balance-wii-u-2-marvelous-menu-screen/

"To get more gloss we add reflections on the marble; we simply love that look, and the reflections are physically based, depending on the roughness of the marble. To make the overall shading more natural, we use image-based lighting for the ambient term. This gives off a very soft appearance.

Then we add a ‘depth of field’ effect around the player’s cursor. So everything you point to will be in focus while objects that are farther away will get out of focus.

To render the plants and flowers, we use a custom screen space subsurface scattering shader. It’s not perfect, but it’s much nicer then our default physical-based shading which doesn’t allow light to bleed through surfaces.

To ‘ground’ the boxes we use ambient occlusion. A front light adds dynamic soft shadows. If you look closely you can even see the shadows becoming less visible near the back light sources.

To give everything a more ‘cinematic’ look, we render again in high dynamic range and apply a classical ‘S’ shaped tone mapping curve. We also add a little chromatic abbreviation and a small vignette effect as finishing touch."