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Interior lighting??


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8 réponses à ce sujet

#1
johnbgardner

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Has anyone developed a decent comprehensive lighting tutorial, or knows where I can look up what all the terms are for the light settings in the Day/Night cycle.  It would be so very helpful to know exactly what does what.  I know there was a simple one (can't remember the exact URL) which was only showing a few items like shadows and placeable lights, but I'd really like to do a decent job on my campaign and have outside, interior buildings and underground areas properly lit.  Thanks muchly in advance for any insights. 

#2
kamal_

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Several of the toolset tutorials cover this pretty well.

#3
johnbgardner

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Yes, the tutorials do cover some things, but by no means comprehensive. For example, exactly what is "bloom"? What effect does the SunCorona value have? How exactly should interior and exterior lighting differ? I was looking for something "university-level", if you understand my meaning. I have a BS in Computer Science and Mathematics and I'd really like to produce areas with accurate lighting.

#4
kamal_

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If you've looked at the popular tutorials and feel they are not comprehensive enough, you're going to have to play with things and figure them out for yourself. There isn't a lighting specific tutorial I'm aware of. Several of the settings don't actually seem to have any practical effect.

Also, you're never going to get "real life accurate", it's only a game engine after all.

SunCorona controls the visibility of the corona. Like this http://4.bp.blogspot...00-h/redsun.jpg (I also turned up the light intensity to test Dark Sun campaign setting lighting)

#5
PJ156

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A Kamal_ said, you will need to play if you are familiar with the tutoriala.

You can import lighting sets from the OC in the area properties there is an import settings tab. In those you will see how they are set up.

I rarely set my own up as there are sufficient good lighting sets available and it is very time consuming.

Good luck with getting what you need,

PJ

#6
rjshae

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johnbgardner wrote...

Yes, the tutorials do cover some things, but by no means comprehensive. For example, exactly what is "bloom"? What effect does the SunCorona value have? How exactly should interior and exterior lighting differ? I was looking for something "university-level", if you understand my meaning. I have a BS in Computer Science and Mathematics and I'd really like to produce areas with accurate lighting.


Bloom basically reproduces the light glare seen in a camera, which, granted, is kind of an odd thing to do for a vision-oriented display. It's a compultationally intensive effect to render accurately. You can look up "Bloom (shader effect)" on Wikipedia.

Modifié par rjshae, 08 juillet 2012 - 06:42 .


#7
johnbgardner

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Thanks all for the info. Hehe, I welcome these "time-consuming" tasks since I'm retired and have a lot of time to learn. No promisies, but if I can gather enough data about the lighting I may create a tutorial myself.

#8
rjshae

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BTW, there's an excellent tutorial on the use of lighting in games here:

Lighting in game environments - the hows and whys

It's not specific to NWN2, but the information is universally applicable. I've tried to follow the advice and it seems to give good results.

:)

#9
kamal_

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Also, I think the link in rjshae's signature to his toolset notes is very handy. In addition is directly addresses your questions in the third post of the thread (http://social.biowar...013395#13023978), specifically explaining the SunCorona and bloom. In fact that tutorial is what I personally use when I want to look stuff up, it's the most comprehensive one.

It seems you are more looking for theory type information, like rjshae's link directly above this.

Modifié par kamal_, 15 juillet 2012 - 05:47 .