Website powered by

Forza Horizon 4: Interior Mapping

For Forza Horizon 4 I authored the Interior Mapping shader:
---
My work included:
- Creation of base shader code
- Expanding to support layers system for the glass, frames then curtains.
- Setting up the initial camera for rendering interiors in Max.
- Fresnel effect at grazing angles to blend out interior.
- Handling split rooms and angles, i.e bay windows.

For more details see my website:
http://christopher-harper.com/

The shader technique was expanded by Gareth Harwood, a breakdown of the effect can be read about at:
https://ubm.io/2ToVH4X

The original shader idea comes from Joost Van Dongen:
http://interiormapping.oogst3d.net/

Lastly I’d like to add a disclaimer about the images. The artworks used in this post are created by the amazing artists with their permission who worked on FH4 for Playground Games.
https://www.artstation.com/simonhughes3d
https://www.artstation.com/nathandoye
https://www.artstation.com/jonmorris
https://www.artstation.com/edgeandvertex

The Parallax Interior shader created realistic HDR lighting on the interiors which came from a night-time version of each interior texture.

The Parallax Interior shader created realistic HDR lighting on the interiors which came from a night-time version of each interior texture.

How the technique saves polygons.

How the technique saves polygons.

Parallax Interior textures were created in 3Ds Max and V-Ray. The camera captures them at a specific angle which is then decoded for use to warp UVs in the shader

Parallax Interior textures were created in 3Ds Max and V-Ray. The camera captures them at a specific angle which is then decoded for use to warp UVs in the shader