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00:08www.mesmerism.info
00:09We had to
00:09get our heads around shaders
00:11and the whole concept of shaders
00:12because last generation was polygons
00:15and this generation on the PS3
00:17it's more about surface details
00:19which comes from shaders
00:21so that's using
00:23any number of textures
00:26in conjunction
00:28to get a rendering effect
00:30on the surface of the polygon
00:31so on the PS3 we had to take
00:34on a new concept of lighting
00:36HDR lighting, the high dynamic
00:38range lighting
00:40gave us the ability to really stretch
00:42the values
00:43that scale of
00:46contrast lights and darks
00:48in image space
00:50to a broader range
00:52so that on the fly
00:53as we're pulling
00:56and stretching these ranges and changing
00:58the apertures of the camera
00:59as we're moving in and out of dark areas
01:01to light areas
01:03we're also trying to
01:06make it easy on the player's eye
01:08and
01:10make the screen still readable and playable
01:12for that instant that you come out of the dark
01:14and you move into the light
01:15we want that effect of like
01:17oh there's a lot of light out here
01:18it's a bright sunny day
01:19and we'll pull it back into the range
01:21to do it on the fly
01:22and to control it in a way
01:25that's manageable
01:26and still it excites the visual aspects
01:30but it doesn't interfere with the gameplay
01:32is very important to us
01:33and next-gen technology
01:34PlayStation 3 is like
01:37allowing us to do these amazing things
01:40to do these run time
01:41we're hitting over
01:42I mean easily
01:43over 30 frames a second
01:44in some complex environments
01:46that have all this wind gusting around
01:48and it can be this nice little breeze
01:50and we can then push through
01:52an actual gust
01:53that like churns it up a little bit
01:55and then it settles back down
01:57and then we're actually getting
01:58a run time shadow calculated
02:01on the background
02:02and then the hero walks into it
02:05and he gets it too
02:06so he gets this dappled
02:07beautiful dappled light
02:09of these shadows and light
02:10playing across his body
02:11we decided to take on water
02:12and if you're gonna do water
02:13it has to look kick ass
02:15you want to make really nice water
02:17so it has to feel wet
02:20it has to look like the player
02:21is interacting with it
02:22and if you shoot the surface
02:24you want it to react to that shot
02:26if you shoot near the surface
02:28maybe there is some sort of a
02:29an impact on the soil
02:31that you also want to kind of
02:32that wind would impact
02:34and we get that as well
02:35and the water has to flow
02:38and it has to fall
02:39and it has to break up
02:40and it has to have volumetric particles
02:42at the bottom
02:43it has to...
02:45water's hard
02:45we have a volumetric shader
02:48that is used for our waterfall
02:49so it actually has
02:50what that means is
02:51there's a depth to it
02:52volumetric meaning
02:54it has a parallaxing effect
02:56so we get a faster inner moving
02:58a slower outer moving
02:59and then we add
03:00volumetric particles
03:01on top of that
03:02of a mist
03:04it's a pretty complex system
03:06without the PlayStation 3
03:07and without Naughty Dog
03:08being crazy
03:11ahhhhhhhhh
03:11I mean
03:12I mean
03:13we wouldn't be doing water
03:15that's for sure
03:16because it's crazy
03:21it's pretty much
03:22that's for the entire world
03:26so we can just watch it
03:28and drag that into it
03:28it's really fun
03:28and you can see it
03:28it's really cool
03:28the other way
03:29to see it
03:29and I'm like
03:29it's a weird one
03:29that's fun
03:30that we have to play
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