So we’re finally inside the dungeon proper – though probably still outside the portal for those trying to keep track. Blackfathom Deeps has a very peculiar lighting to it where there’s streaks of blue and purple everywhere. It makes for an interesting art direction when lighting for Beyond the Tree, certainly.
The shadows cast on the models look different from earlier pages I know – I tend to have a preference for the simpler Shadow Map type of shadows when possible because they have nice and soft edges to them, but they also treat faces (read: polygons) as non-see-through no matter how transparent it may or may not be – such as the edges of hair and the naga sails. To make the most of the lighting and shadows, I swapped over to Ray Traced Shadows for shadow type and increased the rendertime for a given pane by anything from two to ten times. It’s still not punishingly long since the past rendertimes were just one to two seconds, but it’s still a very noteworth increase and I’ll have to do some thinking wether I want to keep shadows on raytrace in the future or swap back to shadow map when I don’t have to worry too much about large regions that won’t cast shadows right.
As an aside, the initial response of the satyr in pane five changed several times as I was making this page until it finaly arrived at what it is now. Sometimes dialogue and/or jokes just click as well as you expected and then you have to tweak or change things around until it works!