PHASE 3: Production Process - Floor Projection Mapping Design Iteration
Design Iteration
My initial water ripples need to be visible more when users step around. Thus, I tried another way of doing it by using a shader graph and particle system following the tutorial. However, I have encountered a lot of problems during design iteration. The water shader seems doesn't work under Universal Pipeline Renderer for the first tutorial.
Multiple Failure and Experimentations
Example screenshot of the TUIO Simulator. The simulator act as the user. It's easier for future content development.
Hokuyo Sensor used which could detect approximately 10m. Download URGBenri Plus and connect with the serial port 192.168.1.10 (10940)
Water Shader
I have also improved the technical part by adding a circles with 5 joints around the user and spawn the flowers on the joints randomly. This is to avoid the flowers to spawn rapidly and knock on each other.
Outcome
The technical part seems to work at the moment. The flowers and water ripples spawn whenever the user is detected. The next step will be improvising the layout and visuals of ripples, flowers and water shader.
Visuals of Flowers
I have came across the knowledge of uv mapping in blender. I photoshop the emission map and base textures and map on the petals. These are the few experimentations that I've done with different textures and emission maps. In my opinion, the last visual has the most potential space to improve.
Experimentations in Blender
The visuals look appealing with contradicting color variations. However, there are some issues when exporting the map to unity. This is because both of the render engines are different, thus it looks nicer in blender rather than unity. I have to further experiment in unity based on this direction.
Experimentations in Unity
Using the same method, I play around with base texture, base color, and emission map on the petals. Based on my judgment, I have chosen light orange and light purplish blue flowers as they stands out more on the water. Also, both are complementary colors that create higher contrast and look more appealing.
Visuals of Water Lilies Pad
The water shader will create water foam when 3D objects are immersed in the water. My previous water lilies pad are designed in 2D. I have modelled it to 3D with different shapes to integrate with the water shader. I also added textures and emission map when exporting to unity to make it more lively.
Annotated Bibliography
- Dorya Tutorial. (2022) Water Lily Pond – Blender Tutorial with Commentary – Modeling Shading and Animation. Aug 18. Youtube. Available at: LINK
I have followed the tutorial to create different kinds of water lilies pads. The tutorial is helpful for me to create my own stylized water lilies pad.
- Minions Art. (2019) Shader Graph Interactive Water(with Refraction/Grabpass, Intersection/Foam lines). Oct 6. Patreon. Available at: LINK
I have followed the tutorial to create the water shader. The glowy effect of the water ripples could help to stand out the interaction of the project. However, there are some bugs to fix for the shader graph so that it is compatible with my layout.
- Rose petals. (n.d) Google Image. Available at: LINK
I have applied the texture of the petals and added as emission map & base color map in unity for the shading.
References
- Fluorescent Flowers. (n.d) Pinterest. Available at: LINK
- My Modern Met. (n.d) Ultraviolet Photography Reveals the Unexpected Fluorescence of Flowers. Pinterest. Available at: LINK
- Mommy Poppins. (n.d). Hottest New NYC Destinations for Kids That Opened in 2017 | Mommy Poppins - Things to Do with Kids. Pinterest. Available at: LINK
- Raindrops and Roses: Photo. (n.d) Pinterest. Available at: LINK
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