GRAPHICS × PRODUCTION
中EN

CGBull

↓

Tencent · 2026.05 - Present

Light & Night

Stylized Character Pass / Face SDF / Morph & Perspective Compensation

Art-directed 3D character rendering: translating illustration proportions, lighting and material relationships into a controllable runtime, from stylized shading and Face SDF to view-driven morph and perspective correction.

Stylized Character PassFace SDFMorph & Perspective CompensationDeferred Character RenderingCamera LightView-driven MorphCamera-relative Correction
Light & Night official desktop key visual

Problem & goal

Preserve facial shading, material separation and silhouette across camera angles. Isolated lighting fixes can drift away from the original art direction.

Design & implementation

  • Unify Body, Face, Hair, Cloth and Eye shading around a consistent character pass.
  • Connect Face SDF and atlas data with camera-relative lighting and debug controls.
  • Use yaw/pitch-driven morphs and perspective correction to maintain the intended proportions.

Material, lighting, SDF, morph and perspective can be inspected together in one runtime context.

01 / Deferred Character Rendering / Face SDF / Camera Light

Stylized Character Pass

A deferred character pass brings art-directed material and lighting decisions into a shared rendering workflow.

  • Organize Body, Face, Hair, Cloth and Eye shading around the same visual target.
  • Use Face SDF and atlas inputs to control facial light and shadow boundaries.
  • Expose camera-relative lighting and debug controls for repeatable look development.

02 / View-driven Morph / Camera-relative Correction

Morph & Perspective Compensation

View-driven corrections maintain the illustrated facial shape as the camera moves.

  • Drive morph weights from relative camera yaw and pitch.
  • Combine shape adjustment with camera-relative perspective correction.
  • Compare enabled and disabled states under matched viewing conditions.