And when something does not look right, do not fix it, but find out first why it does not.The entry I'm linking today wanders around a bit but eventually lands in a good spot.
If it's too saturated, the solution is not to add a desaturation constant, but first to check out why. Are we taking a color to an exponent? What sense that operation has? Why we do that? Is the specular too bright? Why? Is our material normalized, or does it reflect more light than the one it receives? Think.
Ultimately with games we're just trying to make something fun, and being visually interesting is part of that. We're not in the business of shipping perfectly accurate simulations of light, nor is that possible anyway. It may not be desirable depending on your art style -- I've always felt the ongoing arguments about "graphics not being important" in games is more about "photorealism is not the end all be all."
Photorealism in games is a discussion for another entry some other day. Back to the linked article, if I were to sum it up I would say it is about understanding your choices. A well placed hack is often necessary, but do you understand what the hack does and (often more important) why it is needed?
In rendering we are almost always approximating some ideal, be it the behavior of reflected light on various surfaces or the behavior of skin over muscle, fat, and bone. The ideal may not be something that exists in the real world -- it may be a stylized alternate reality created only in the minds of your artists. Even these alternate realities have consistent rules, ones often based in the physical realities of the real world, or more importantly, based on how humans perceive those physical realities. If you go back to old Walt Disney cartoons, there is a consistency of action and reaction in any given movie, a set of unwritten rules that the animators provided for their audience.
So as the author suggests, when presented with something that doesn't look right, a little thought into why it doesn't look right can go a long way. What ideal are you trying to approximate? Why does your approximation produce wrong results to the naked eye? How can you better improve the approximation to produce the desired results? Some times, you may find a bug that can be fixed, or a better technique for fixing the issue.
It may be the case that the answer is to add a simple constant hack. If you go through the process of determining what is going wrong, you will at least have a much better understanding of why that hack is necessary, and how it interacts with the rest of the system. This is true beyond just rendering; understanding the choices you make is key to good software engineering in general.
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