Hello friends!
I’m in the process of making some RICE with my wife … Hummm this can be misleading… it’s a Real-time Interactive Cinematic Experience called Resilience Satelle.
So far we are just dealing with graphics, but the interactive parts will be eventually made in Armory.
The project will be made with pre-rendered backgrounds and 3D characters on top, pretty much like Final Fantasy 7 and Resident Evil on the PlayStation.
The reason is to make things less complicated (at the programming phase) for me and attempt to have it compatible with equipment ranging from cell phones to desktops, while looking the same.
Therefore the main thing to get right is an shadow catcher shader, so that the characters seem to actually be on the location and not floating.
Does anyone knows how to make a good shadow catcher plane in Armory?
I don’t know if it work in armory but, in this video he’s not explaining so well.
Like in deprecated internal blender render, you can interact in the final shader, manipulating the colors. Is commonly used to create cel-shading shaders.
The color ramp is being a low-pass filter. If you increase the light, brighter will be the colors rendered and more higher is the value of the colors.
Perhaps you should use a Transparent node. Normally you end with a emission shader instead of another pbr.
Don’t need to use RGB to BW Node before the color ramp.
Transparency node need Blend Mode set to Alpha (Material tab/Settings)
I attempted to run it in Armory, but I’ve got a series of error messages, not related to the shadow catcher. I’m using blender 2.81 Alpha, I need to try to run it on normal 2.8.