The simulation of light and illumination in games, including its interaction with the environment. A core element of games that can bring out vivacity into otherwise static worlds.
0
votes
0answers
23 views
Get light positions from an environment map
As the title says, I was wondering if there's a way, in a preprocessing step, to infer the position of a some light sources starting from an environment map. I think I saw lights inferred from an ...
2
votes
1answer
35 views
Irradiance cubemap to spherical harmonics conversion
What are advantages of using spherical harmonics instead of irradiance cubemap? Are there any common used methods for conversion?
0
votes
1answer
21 views
Rotation with XMMatrix to Rotation with XMFLOAT3
I'm rotating a Direction Light around a fixed object, so the light only contains a XMFLOAT3 to determine it's direction that it is facing.
I have another object rotation using the variable Rotation ...
1
vote
2answers
105 views
Implementing directional lighting in voxel based polygon-engine
I'm having trouble implementing directional lighting.
(I'm not that familiar with 3D.)
The problem is that the lighting does not "follow/flow with" the other blocks next to them.
How should I fix ...
1
vote
1answer
44 views
Handling multiple lights of different types in GLSL
I want to be able to support multiple lights of different types (point, spot & directional). Note that I also want to be able to render transparent/translucent objects, which rules out deferred ...
2
votes
0answers
80 views
Libgdx - IsometricTiledMapRenderer and light shading
I am wondering if there is any way to simulate light shading in Libgdx using an IsometricTiledMapRenderer.
Here is my code to draw an isometric map, it's able to be moved around with the mouse and ...
0
votes
1answer
60 views
Volumetric Lighting projects models
I've been trying to implement Volumetric Lighting using the code from this tutorial but I've run into some issues, even after basically copypasting the shader code.
I'll just show you what's going ...
1
vote
0answers
15 views
Trouble with Lightmaps When Meshes Intersect
I've been working on making lightmaps for a game on mobile devices (meaning that individual texture sizes cannot exceed 2048 and that file size needs to be as small as possible), but I'm running into ...
0
votes
0answers
31 views
How to add a flashlight in libgdx?
So I want to add a flashlight to the game when the game starts to get darker which I already have working. I bound a light texture to the batch and the first problem is that for some reason the ...
4
votes
1answer
65 views
Lighting computation viewing direction
This is something that's really cooking my noodle. When I'm computing the light response for a material in my fragment shader, I'm using the standard 3 normalized vectors, in eye space: fragment ...
2
votes
0answers
54 views
Using sky for indirect lighting - should I remove the sun?
I'm attempting to achieve slightly more realistic ambient lighting in outdoor scenes using the sky cubemap.
When rendering an object, I first calculate the direct lighting contribution using ...
0
votes
0answers
26 views
Light shaped like a line
I am trying to figure out how line-shaped lights fit into the standard point light/spotlight/directional light scheme.
The way I see it, there are two options:
Seed the line with regular point ...
3
votes
1answer
133 views
Best way to blend colors in tile lighting? (XNA)
I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all:
Here is my color blend code:
...
0
votes
0answers
24 views
How to draw a spotlight in 3D
To be clear, I am not talking about the light result (the lit area) but the spotlight itself, like this
The two common suggestions that I tried are 2D image and a 3D cone.
The problem with the ...
1
vote
0answers
35 views
Normal map lighting bug in bottom right quadrant
I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't ...
1
vote
0answers
26 views
How can I perform a masked erase in SDL2?
I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations ...
0
votes
0answers
42 views
box2dlights conelight rotation is off
I'm using libgdx/box2dlights for my game~
I have a conelight set up as such:
ConeLight cl = new ConeLight(rh, 32, new Color(0f, 0.0f, 0.0f, 1.0f), 3, 0, 0, 0, 1);
where "rh" is a RayHandler set to ...
0
votes
1answer
41 views
Way to avoid excessively bright objects with specular lighting?
I have a typical Phong shading with specular light. I have all the parameters tuned so to give appropriate highlights from a point light source. Now the problem I have is a new object that has a large ...
1
vote
1answer
76 views
Brighter pixels around area (OpenGL ES 2)
I'm trying to achieve an effect like in the image bellow. Basically I will have a 2D texture and I want a small area around a point (let's call it "light source") to be slightly better lit (i.e. be ...
0
votes
1answer
55 views
Light direction not being calculated correctly
I'm trying to implement deferred lighting in my game, and have run into an issue with normals.
The image above shows the lighting being applied to a tile map. The yellow shade represents the ...
0
votes
2answers
131 views
Unity3D Directional lights vs Draw calls
I need 2 light sources looking at a different direction as per my design.
This means, I cannot flag one of them as 'not-important'!
I found that because I'm using 2 directional lights, drawcalls are ...
1
vote
1answer
68 views
XNA Diffuse Shader Issue. Edge lighting problem. Image Attached
As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of
the mesh.
Any ...
16
votes
3answers
3k views
What is the utility of squared radius and inverse squared radius for lighting computations?
On one of the slides from "DirectX 11 Rendering in Battlefield 3" PowerPoint I noticed the folowing code:
struct Light {
float3 pos; float sqrRadius;
float3 color; float invSqrRadius;
}
I ...
1
vote
0answers
62 views
SpotLight in ForwardBase pass using forward rendering
Is there anyway I can force Unity to allow me using a custom shader to render spotlights in a ForwardBase pass (using Forward Rendering Path)?
For what I could see since now:
Unity use and ...
3
votes
1answer
125 views
Understanding and editing HDR light environments in Photoshop
I'm working with an in-development system that uses .hdr environments (equirectangular projection) to provide image-based lighting (IBL) to a 3D rendering. I'm trying to understand what range of ...
1
vote
1answer
70 views
Correcting Lighting in Stencil Reflections
I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work.
I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a ...
1
vote
1answer
137 views
How to create a sun billboard with Ogre3d
I've been working with a few different engines alongside trying to code my own project. Rather than rewrite an entire renderer, etc I am using Ogre3d. To begin with I am trying to implement a very ...
3
votes
1answer
113 views
Creating a black light (ultraviolet) shader?
I am interested in the algorithm for color picking that would ideally allow to choose what color range will be highlighted and what color range will be faded.
I can sort-of understand how to make it ...
0
votes
0answers
45 views
Cone Lighting formula for 2D projection space?
There is a good formula for a 3d cone lighting:
float angleCos = dot(lightVector.rgb, lightDirection.rgb);
attenuation = saturate((angleCos-coneCos)*coneCos);
What if I want to compute whether my ...
1
vote
1answer
99 views
Why is the light following my camera around?
I have implemented a simple Phong shader without specular highlights for now (just ambient + diffuse components)
The problem however, is that the calculations seem to be done in camera space; as I ...
0
votes
2answers
36 views
Compute cone angle (cos) given side and hypotenuse vectors at time 0 and world matrix at time 1
I need a formula for the cosine of a cone, given normalized side vector, normalized hypotenuse vector at time 0 and world matrix at time 1. This is needed to implement custom spotlights in a level ...
0
votes
0answers
31 views
Checking if a object is blocking my view of a light (it's between light and camera)
I'm trying to determine, from a list of objects, which ones are blocking my view of a light. In other words: which ones are between the light and the camera. Coding in C++, using HPL1Engine.
This is ...
0
votes
1answer
93 views
Surface shader ignores lighting in vertexLit path
I want to use a surface shader in VertexLit(not Forward) rendering path. I caused a problem that the compiled shader completely ingnores lighting from the light sources on the scene.
Here's the code:
...
2
votes
2answers
27 views
Derive direction in which a spot light emites its light from a projection matrix
First of all, sorry if my question sounds too basic or even makes no sense. I'm new with game development
I'm working with HPL1Engine, specifically, the lights parts. I need to know the direction in ...
0
votes
0answers
75 views
Cast shadow without rendering object
I'm new to UDK, and am using it to develop a survival-horror game based heavily on shadows.
My question is short: is there a way to create an actor that, when rendered, ONLY renders its shadow (not ...
0
votes
0answers
56 views
Unity3d: Lines in Android build
I have a directional light pointing at the 3d objects. For some reasons, when I build to Android, the lighting produces multiple horizontal lines. It does not happen in other builds such as the ...
2
votes
1answer
131 views
Surface shader with VertexLit causes black object
I wrote the simplest possible surface shader:
Shader "SimpleSurf" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags {"RenderType"="Opaque" }
...
1
vote
0answers
154 views
Unity : shader that uses mesh.uv to tile texture atlas and mesh.uv2 to tile light atlas
I'm using a texture atlas and a light atlas to tile a mesh. I have the texture atlas working fine. I can apply textures and create a sort of tile map on my coded mesh. At the moment I'm using the ...
1
vote
2answers
248 views
Voxel Lighting in Unity3D
I'm working on a Voxel project in Unity3D for fun and learning. I've been reading up on how this is done and have implemented a simple Voxel map in my project. My question is about the lighting. I've ...
2
votes
2answers
189 views
How can I calculate spotlight lighting in Vertex/Fragment shader in Unity?
I've written a vertex/fragment shader for my game. It uses 3 textures and represents a floating water on the wall (so I have 1 texture for water, 1 for geometry and the last one is mask) so it looks ...
1
vote
2answers
178 views
Technique for multiple shadow casting lights in 2D
I'm trying to create shadows in a 2D game in such a way that I can have an arbitrary number of lights in a scene, all of which can cast shadows. To do this I think I have to generate a mesh for each ...
1
vote
2answers
95 views
pre-rendering light on texture based on bump map
Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
1
vote
2answers
157 views
Can global Illumination via path tracing replace all other current lighting techniques?
In the sense that you currently have algorithms like HDR, shadows, reflections, caustics, motion blur and so on, does complete path tracing take care of all these effects, or would you still have to ...
0
votes
0answers
76 views
VertexColor shader is not working correctly in built application
I want to change the vertex colors of my mesh. The light sources must not affect the objects with this shader, its lighting must be determined only by its vertices colors, so I turned the Lighting ...
0
votes
0answers
44 views
ColorMaterial:AmbientAndDiffuse equivalent for CG\HLSL
I have this shader written on shaderlab, which replaces Ambient and Diffuse values of the material, because I need to tweak vertices colors from the script.
Shader "VertexSimple"
{
Properties
...
2
votes
2answers
255 views
How can I support many point light sources in a dynamically-generated level in Unity?
I'm currently working with a dungeon game which is similar to Dungeon Keeper by Mythic Entertainment. I'm using Unity and developing this game for Ipad 2 and above. Player can modify his dungeon, and ...
2
votes
2answers
178 views
Where should shaders and lights be in a component-based entity system?
Where should I put the shader and the light / shadow calculation? Should that be a component too?
And should the rendering system know how to handle them or should there be a separate light system?
...
1
vote
4answers
222 views
Cell Lighting Propagation Problem
I have in place a cell-based lighting system that works basically like this: (Not my actual code)
//Light moves up
for (int x = 0; x < width; x += 1)
{
for (int y = 0; y < ...
2
votes
1answer
126 views
2D lighting causes black rings to appear
A year ago I implemented 2d lighting in XNA using sprites.
The sprites I used were created by placing a soft white photoshop brush on a transparant background.
The result was this: (lights only)
...
1
vote
1answer
87 views
Can you export lighting models directly from 3D application to a real time renderer?
is it possible for example to insert lighting in a 3D Model software like 3DSMAX and export an animated model like md5,..etc. and export the lighting too ?