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#1
kevL

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hey, I just noticed that if the Intensity of a light-object is set to a negative value it creates a dark region

interesting effects can be had by placing two light-objects side by side, one with a positive intensity and the other with a negative intensity, both flickering .......


i have no idea why the toolset set one of my lights to a negative value, but it did ..


Posted Image

#2
kamal_

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Needs a pic.

#3
kevL

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black no shadows Jpeg 250kb

The two fires up top have positive light, intensity 2, range 15
- in front of the door is a negative light, intensity -10, range 15

the darkness seems to hit only the terrain, once Shadows are turned on the place turns into a nightmare:

black shadows Jpeg 150kb


Both pics taken in the afternoon normal environmental lighting.

#4
kamal_

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Does it actually make a visible difference if the dark light is there with shadows on?

#5
kevL

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normal scene w/ shadows 220kb

#6
Morbane

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cool! gonna use that I think...

#7
kevL

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yeh i thought of ToH right away,

I haven't tried this under real game circumstances tho, and am unsure what side effects there might be (other than complete and utter aggravation )


- could it be used for aesthetic effect w/ a higher value than -10, eg.

#8
Morbane

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the apparent lack of effect on placeables might not be so lacking on tiles - since there is no terrain in ToH the negative light effect might only be good for the darkening and shadowy effect it seems to have when shadows are turned on.

I have been thinking about implementing total darkness - I havent really seen much of the darkness mod in effect but it might be a good add-in for ToH

btw I am really close to what I feel is a final release with ToH pending Darkness...

#9
kevL

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kk,

(i need a new vidcard)


- this form of darkness could work well with the BlackFog vFx, or the idea could possibly be used as a .Sef itself and attached to a monster, but as an integral gameplay mechanic (as against an aesthetic), apart from the fact terrain gets hit it really does need shadows on ...

anyway, there it is

#10
rjshae

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Velly interesting... that could be most useful indeed. I wonder, does the darkness show up in the player's map?

Modifié par rjshae, 14 juin 2012 - 05:52 .


#11
kevL

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i wouldna trust it for blacking the map at all, Rj

( think i got it to pseudo-darken the areaMap once, but that may have been normalmapping on, usually it didn't )


I do notice that aside from its effect on ground terrain, which is very obvious, it seems to need shadows already from other sources to work on placeables, like houses -- particularly Sun shadow, but I'm not as convinced when using shadows from other light sources although that could have been my positive light-object settings, or the shadow intensity settings of the three sources (Sun, posLight, negLight). This is all exterior stuff, haven't tried it at all with interiors.

Although, initial test in an underground area looks promising ..... btw, what you get in the toolset is *not* what ya get in the game,


| surprise :^|

#12
kevL

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useful idea #1

when i put in a door i usually plunk down a light in front of it to adjust the door in its frame (and increase scale <1/10th, xyz so no cracks show, a thicker door looks better too). now if there's anything ominous about the house/entrance/immediate area, I just turn the light intensity down to / -0.3 > i > -1.0 / and leave it there instead of deleting it. When playing with no shadows it paints the ground in front of the door darker, but with shadows it starts giving a 'whao, what's going on' sensation .....


still not sure how negLight shadow intensity works,

#13
kamal_

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Ingame shots. It turns out there is a difference.

max camera height, black colored light with positive 10 intensity. Note you can't see the light affecting the ground at this camera height
250x150https://dl.dropbox.com/u/3879894/pos_int_black.jpg[/img]

max camera height, white colored light with negative 10 intensity. Note you can see effects from the light on the ground
250x150https://dl.dropbox.com/u/3879894/neg_int_white.jpg[/img]

either light, closer camera
250x150https://dl.dropbox.com/u/3879894/either_close.jpg[/img]

#14
kevL

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gaaa, too many variables :)

#15
kamal_

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kevL wrote...

gaaa, too many variables :)

well, there were a couple of interesting bits. The black light with positive intensity should be the same as the white light with negative intensity, but wasn't. Negative intensity also seems to be reverse the black level of the regular color, no matter what color (red for instance).

#16
kevL

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kamal wrote...

The black light with positive intensity should be the same as the white light with negative intensity, but wasn't.

that makes sense (to me), black color should be acting as a sort of 'alpha-transparency' whether intensity is positive or negative.


So i did a bunch more experiments with white color, and I see what you found there with the camera distance : whatever shadows are being cast by a negLight only become apparent as the camera gets close to the light-object, say 20m +/-

So here's what i tried. Put a negLight with CastShadows OFF, in front of the door to give the ground some darkness. (no need to overdo the values) Then put a negLight with zero intensity above the lintel or roof beyond & above the door, and let this one cast shadows. As the PC approaches the door things go dark(er).

I was freakin myself out walking around and around a house in Exploration mode as things went from dark shadows to bright sunlight with no apparent cause -- fortunately the transition from light to dark and vice versa, as the camera moves closer and farther from the light-object appears nice & smooth, or at least not too abrupt

#17
kamal_

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kevL wrote...
So here's what i tried. Put a negLight with CastShadows OFF, in front of the door to give the ground some darkness. (no need to overdo the values) Then put a negLight with zero intensity above the lintel or roof beyond & above the door, and let this one cast shadows.

Careful, too many light objects in a square can cause bad things to happen (light will not be spherical but get cut off at square/tile boundaries). If I remember correctly, if there's more than 3 light spheres that overlap at a point, that tile will be affected.

#18
kevL

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good pt.