Credit to HiFi’s Alan for telling me about this in-world. The technique is not documented in writing anywhere, so I thought I’d share how to do it here for everyone, or at least Blender users anyway.
For a long time, people have faked a fullbright effect in HiFi by using a texture set to Emissive. This is NOT actually fullbright. Lights and shadows still cast onto the mesh, often resulting in overly-bright textures.
What I’m going to show you is how to force the engine to render the EXACT colors in the texture at their original intensity, with no light or lamp ever affecting them. Even skybox lighting won’t cast on them.
Copy the settings above, or just use these directions:
- Make sure you are in Blender Render, not Cycles.
- Set Diffuse Color and Specular Color to black (#000000)
- Set Specular shader to Wardiso
- Turn on “Shadeless”
- In the texture tab, make sure only Diffuse Color has any Influence set. Like so:
Leave the other settings to their default.
That’s it. The texture will now appear fullbright.
What can you do with this? A lot. One major use case is baked lighting. You can bake beautiful, globally-illuminated shadows and lighting in Blender’s Cycles and bring that in to HiFi. (Note that we have strict texture limits at the moment, though.) You can also create incredibly stylized worlds.
Here’s one I just made. A VR recreation of Pallet Town from Pokemon Red/Blue for the GameBoy, in the original 4-color palette. The entire town (all models, textures, and skybox) total less than 1 MB. It’s incredibly lightweight and loads super fast. And only took about 2.5 days to make. You’d be surprised with what you can do with only 4 colors.
HiFi URL if you want to visit it and see the fullbright trick in action:
I hope by sharing this, we can start seeing more crazy, stylized worlds in High Fidelity. Enjoy.