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Game Development with Blender and Godot

You're reading from   Game Development with Blender and Godot Leverage the combined power of Blender and Godot for building a point-and-click adventure game

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781801816021
Length 330 pages
Edition 1st Edition
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Author (1):
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Kumsal Obuz Kumsal Obuz
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Kumsal Obuz
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Table of Contents (20) Chapters Close

Preface 1. Part 1: 3D Assets with Blender
2. Chapter 1: Creating Low-Poly Models FREE CHAPTER 3. Chapter 2: Building Materials and Shaders 4. Chapter 3: Adding and Creating Textures 5. Chapter 4: Adjusting Cameras and Lights 6. Chapter 5: Setting Up Animation and Rigging 7. Part 2: Asset Management
8. Chapter 6: Exporting Blender Assets 9. Chapter 7: Importing Blender Assets into Godot 10. Chapter 8: Adding Sound Assets 11. Part 3: Clara’s Fortune – An Adventure Game
12. Chapter 9: Designing the Level 13. Chapter 10: Making Things Look Better with Lights and Shadows 14. Chapter 11: Creating the User Interface 15. Chapter 12: Interacting with the World through Camera and Character Controllers 16. Chapter 13: Finishing with Sound and Animation 17. Chapter 14: Conclusion 18. Index 19. Other Books You May Enjoy

Using global illumination

If you’ve ever used a digital camera, you may already be familiar with the concept we are going to present in this section. Our brains, through expectation and familiarity with a similar environment, will blend in the light with darker areas, and fill in the missing parts. A camera, on the other hand, doesn’t have prior knowledge of how places must look, and it can’t process dark areas as well as our brains. In other words, the human brain approximates the missing parts and paints a more complete picture.

The rendering engine has worked like a camera so far. If you look at the level now, you’ll see that the arched door is in the dark. It would be nice to have certain areas look more like what we would expect them to look like. If we increased the intensity of the light sources, it would cast the light farther away. However, we’d still end up with some areas darker than others. We need something that extends the effects...

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