Star Wars (Data East 1992)¶
Pre-toolkit build featuring kingdids' Octane/C4D rendering pipeline with plastic refraction baking, pre-rendered lighting, and a VR room with Darth Vader model. Notable for developing the double-sided decal plane technique for transparent plastics and demonstrating Octane's baking camera for UV-mapped refraction.
Build Story¶
Built by kingdids (3D/rendering), benji084, and others using Octane renderer in Cinema 4D -- predating the VPX Lightmapper toolkit. The table used pre-rendered playfield and plastic textures baked from overhead camera views, with GI lighting captured in the render passes. A VR room was added by sixtoe with a Darth Vader model.
Table-Specific Details¶
Mechanisms & Hardware¶
- Death Star assembly: Large upper-playfield toy with stacked insert lights and flashers beneath. Multiple VPX lights positioned at the same location clipped to black instead of getting brighter when the ROM triggered them simultaneously -- the combined intensity exceeded VPX's clamping threshold. Fix: use a single top flasher instead of stacking lights.
- Upper gate primitives: Non-collidable but not marked as toys, causing VPX to include them in unnecessary physics calculations. Setting
toy=trueimproved performance.
Art & Visuals¶
- Plastic refraction via double-sided decals: kingdids developed a technique for clear plastic rendering -- model the plastic shape with a small bevel for edge thickness, create a separate double-sided decal plane slightly submerged below the plastic surface, and enable Fake Shadows/Caustics. The decal creates a fake refraction effect as light passes through the plastic above it. This technique is documented in the 3D art pipeline guide.
- Octane baking camera: Renders textures directly onto unwrapped UV coordinates rather than projecting from a camera viewpoint. Refraction is baked into the UVs so it works from any viewing angle -- critical for VR compatibility. Camera projection is faster but produces textures locked to one viewing angle.
- Octane General Visibility slider: For transparent ramp/plastic baking, the slider controls how much of the hidden scene shows through the transparent object. Low values give subtle edge-only refraction; higher values show more playfield through the ramp.
- Camera projection resolution: When using camera projection, the effective resolution depends on how much of the texture is used for the playfield area. A 4K texture filling only 2/3 of the frame delivers only ~1080p effective resolution. Fix: render at 8K and resize, or render at 6K minimum.
- Insert displacement maps: kingdids created normal and displacement maps in Photoshop from black-and-white patterns instead of modeling 3D insert geometry -- faster workflow that produced realistic starburst/ridged patterns controllable via a slider.
- GI color temperature confirmed at approximately 2700K for real incandescent bulbs, a value referenced in the GI and flashers guide.
Known Issues¶
- Depth bias in VR: The Death Star had depth bias set to -600, causing ramps to show through it when GI turned off. Negative depth bias values on large primitives behave differently in VR's stereoscopic rendering. Changing to positive 600 fixed the issue.
- Legacy trough "can't find 0" errors: Tables using legacy-style trough code produce debug console errors when Fleep sound references are null. Cosmetic only -- does not affect gameplay.
- Drop target RotZ requirement: Drop targets must use
RotZ(notObjRotZ) for the Roth physics code to calculate hit angles correctly.
Techniques Developed Here¶
- Plastic refraction via double-sided decals was first documented on this build
- VR room rotation of 6 degrees to compensate for table slope was refined here
- Environment image selection -- Flupper's
shinyenvironment3blur4recommendation originated from this era
See Also¶
- 3D Art Pipeline -- Octane baking workflow
- VR Development -- VR room rotation and depth bias