Concord || Star Chamber Crystal Material

This is a great shot showing off the diversity of the crystal material. The back wall is lit up with rainbow colors from our thin film, and the central block is showing off fake SSS and diffuse color shifts.

This is a great shot showing off the diversity of the crystal material. The back wall is lit up with rainbow colors from our thin film, and the central block is showing off fake SSS and diffuse color shifts.

Indirect back lighting throws this crystal structure into the darker range of our crystals response.

Indirect back lighting throws this crystal structure into the darker range of our crystals response.

Thin film and direct lighting make this crystal wall feel more bright, and brings out some blue and green rainbow hues.

Thin film and direct lighting make this crystal wall feel more bright, and brings out some blue and green rainbow hues.

Credit to Mak Malovic for the crystal meshes and diorama setdressing. Showing here how the crystals look with night lighting.

Credit to Mak Malovic for the crystal meshes and diorama setdressing. Showing here how the crystals look with night lighting.

Credit to Mak Malovic for the crystal meshes and diorama setdressing. Showing here how the crystals look with day time lighting.

Credit to Mak Malovic for the crystal meshes and diorama setdressing. Showing here how the crystals look with day time lighting.

Original explorations for Star Chamber had the crystals more as Obsidian. I created the following three obsidian materials that then got spun off into our Crystal graphs.

Original explorations for Star Chamber had the crystals more as Obsidian. I created the following three obsidian materials that then got spun off into our Crystal graphs.

Initial Obsidian material exploration.

Initial Obsidian material exploration.

Many bits of detail from this specific iteration of Obsidian were maintain and used in our crystal graphs. You can see some details got saved off as masks and were used within the Crystal material in Unreal.

Many bits of detail from this specific iteration of Obsidian were maintain and used in our crystal graphs. You can see some details got saved off as masks and were used within the Crystal material in Unreal.

Since these crytals have so many different elements at play, it's best to get a video of them. Note how lighting and camera angle can change the complete look of the crystal depending on where you are.

Here we look at the power of our CPD driven fake SSS. We used this to tune specific SSS looks for moments that we knew the player would run into. I also demo the material instance diffuse color and fake SSS color controls.

Demoing our bump offset layers. Using a packed mask set, we could swap between looks for each layer. I can also control the layer depth and how strongly that layer is showing through. A combination of two layers gave us the depth and diversity we wanted.

Demoing our thin film features. We were able to adjust the thickness of the film, as well as the refraction amount. This was set in our material instance by default, and we then tweaked settings via CPD on specific meshes as needed.