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.

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Cave lighting in Unity

I have a cave that is inside a mountain (one mesh) that I created in Blender. I would like to make the cave quite dark inside so that either the player can light it up, or it is lit up with things ...
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1answer
27 views

(Unity)How to archieve light effect on a car panel icons?

I'm making a car and i want to make lightable icons on it's panel. I want to add 'on' and 'off' effect to them separately. The Sprites are plane objects, with one material and UV texture for each ...
2
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1answer
41 views

Physically based shading - ambient/indirect lighting

I implemented a physically based path tracer after studying PBRT by M. Pharr and G. Humphreys. Now I'm trying to apply physically based rendering to real time graphics using OpenGL. I want to start ...
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1answer
41 views

What is the best PBR Real Time Fresnel function

I'm working on my physically based renderer, and I've come to a sort of crossroads regarding the Fresnel factor. I'm having trouble finding the best way to represent it. I know that Schlick's fresnel ...
-2
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0answers
56 views

Minecraft lighting system

I have made a nice and fast little voxel engine similar to Minecraft in LWJGL but I just can't figure out the nice lighting system that calculates how light reflects and everything. I'm assuming that ...
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1answer
27 views

Transform luminosity (Watt) to be usable in shader

I'm studying the color and the Luminosity of Stars. I'm trying to figure how to transform information of Luminosity i perceive at a given distance to something usable into a shader. For instance , ...
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1answer
33 views

How to generate a multiplier map for radiosity

I am following this tutorial: here I am at the part where you are creating a hemicube. I have got the code to render the scene into a texture and therfore an array. Now how can I generate a so-called ...
5
votes
1answer
205 views

Is there any less expensive way to achieve this lighting effect?

I'm creating a game that is similar to Tibia on its projection: But I want it, under the hoods, to be 3D, and extremely dynamic - meshes generated on the fly, statues exploding and turning into ...
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2answers
34 views

Simplst possible TBN-Matrix giving weird results

I'm implementing normal mapping and was trying different techniques of doing that. All seemed not to give me a correct result (e.g. the normals point in weird directions). To find the problem, I broke ...
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0answers
134 views

How can I make realistic light effects in 2D game?

I want to develop a 2D game with realistic light effects. I need them to represent the weather phenomenons, and the part of the day (sunlight, moonlight lights of the stars, torches, lanterns etc.) I'...
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0answers
33 views

Why do I get white highlights at the edge once light build complete?

Whenever I build my lights in Unreal, why do I always get white highlights at the edges? I can't seem to solve this. I get this problem with both static and stationary lights. Can someone please help? ...
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0answers
35 views

Does light source color defines its radiance?

My understanding is that a light source can emits wavelength in red colour; and the same red light source (viewed from the same angle) can have more intensity if it emits much more light flux and ...
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0answers
38 views

Dark image on Stochastic path tracing

I am trying to implement stochastic path tracing, where direct and indirect illuminations are evaluated separately. Below is an example of the direct illuminance with 4 rays per pixel and 16 shadow ...
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1answer
36 views

How can I make shadows darker in unity5 without changing light intensity?

I have a problem where I want the shadow cast by an object to be a well defined and dark one. However I have to do it without changing how illuminated the object looks so only increasing the intensity ...
3
votes
4answers
251 views

Determining how much of a tile is intersected by a ray to help calculate lighting and deal with shadow issues

I'm currently using the following steps for my lighting system Calculate all the tiles along the perimeter based on the radius of the light Cast a ray from the center of the light to each perimeter ...
0
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1answer
46 views

C++ OpenGL - 2D Lighting Around Object in a Pitch-Black Environment [duplicate]

I am making a 2D game in C++ with OpenGL where a maze is generated and you have to move the character through the maze and get it to the end. I have achieved all this, but now I want to make it more ...
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0answers
31 views

Unity Light passing through solid mesh made in blender

I am trying to figure out why light is passing through a solid mesh I created in blender. The geometry is simple: Cube with a bevel that has a 4 inner faces extruded transformed inward and scaled. ...
2
votes
2answers
182 views

Java 2D Lighting

Edit- ive noticed that the issue is caused when drawing to a bufferedimage I've been struggling to create 2D lighting in my 2D sandbox game. I've been reading through multiple threads and have tried ...
3
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0answers
33 views

Light bounding geometry for deferred rendering

What is the best bounding geometry to use in a deferred renderer for each one of the following light types? Sphere area light (obviously a sphere) Disk area light (obviously a cone) Rectangular area ...
5
votes
3answers
191 views

Random black pixels GLSL shader bug

I've recently been following a tutorial for writing a game engine in Java using LWJGL 2. I followed the tutorial for writing a fragment shader that utilizes spotlights in GLSL. The example game ...
5
votes
1answer
112 views

Unity - Small holes of light seems to go through my blender mesh

So, I am currently working on a low-poly terrain in Blender which will be flat-shaded in Unity. It all works great, however I am working on a cave for the terrain, and I seem to be getting these small ...
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votes
2answers
92 views

Unity - How to get nicer shadows from distant point lights?

I get too unsatisfying results for shadows when using a point light that is far away. (The quality settings are maxed.) The scene: The result: The light: What can I do to get better shadows?
3
votes
1answer
60 views

Per-Texel lighting? (not per-vertex or per-pixel)

In my game, I have a 3D shader that does lighting using color ramps on models with very low resolution textures. Basically, the vertex shader calculates color values for direct light and ambient ...
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votes
1answer
73 views

Volumetric Lighting/Light Shafts in DirectX

So currently I am trying to implement Light Shafts into my DirectX Engine. I read the Nvidia GPU Gems Article (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html) I am new to Graphics ...
0
votes
1answer
31 views

Possible to detect handedness of normal maps in shader?

I've implemented normal maps into my game renderer using the formulas by Christian Schuler. It works OK with most normal maps but some not so much since in some the Y component (green) is reversed. ...
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0answers
28 views

Can I make global illumination from directional lights only affect their assigned layers?

I have a large space station scene, where there are giant mirrors that are sources of reflected light, and to emulate this, I made directional lights attached to the mirrors with cookies to make them ...
2
votes
1answer
115 views

PBR How to correcly use standard lighting and IBL

I'm creating a physically based renderer but I am a bit confused on how to put together standard lighting with IBL, since like I'm doing now I think it's wrong. Right now, for each light, I evaluate ...
13
votes
3answers
1k views

How can I create light shafts like Journey's in Unity?

I'd like to create cartoon looking sun / light shafts that look very close (or identical) to the ones in very well known and loved games like Journey: and Ori: How can I accomplish this?
3
votes
0answers
54 views

Emissive material not casting light on itself in Unreal

I have a static mesh that has an emissive material applied to part of the mesh. The emissive material successfully cast light to surrounding objects. However, the face of the mesh with the emissive ...
2
votes
2answers
195 views

Trying to implement forward rendering in OpenGL

I'm working on implementing forward rendering in my 2D engine, as far as I'm aware everything should be set up correctly, I've ran into some issues earlier but I'm sure I've fixed those at this point. ...
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0answers
32 views

How to program light effects in Andengine

I'm trying to make some light effects to my game, but for now i failed to do it well, i try put 3 Sprites: bitmap1 = new BitmapTextureAtlas(getTextureManager(), 1400, 1400, TextureOptions.DEFAULT); ...
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votes
1answer
38 views

Unity3D: Sudden lighting change in a scene

Sorry if this is a duplicate question, but I have no idea what this would be considered. Hello, I have recently been creating an FPS game, but while researching some things on the internet, the ...
1
vote
1answer
51 views

Performance problem with BufferedImage and AlphaComposite

I'm currently making a 2D platformer game and now I want to implement Light using AlphaComposite. For creating the lights I first create a blank BufferedImage with ARGB format. After this, I create ...
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0answers
33 views

OpenGL ES vertex/fragment shaders - Blinn phong

I'm developing a simple educational project to study OpenGL ES. I'm try to render some simple OBJ models using Blinn-Phong. The first version of the of my implementation calculate all the lighting ...
0
votes
1answer
66 views

Lighting in Minecraft/Block-esque worlds [duplicate]

Chaps, I'm sure we all know at a high level how Minecraft's lighting engine works. Light sources flood surrounding blocks with light, which themselves flood their neighbors and so forth. However, I ...
1
vote
1answer
35 views

Deferred rendering - reconstruction of world position view dependent

I am moving my small renderer from forward to deferred, I have now noticed something a bit odd. I am for now using a simple way to reconstruct world position in the lighting pass: float3 GetWP(...
1
vote
1answer
39 views

Handling light bounding volume

So, i managed to do deferred shading like yesterday or 2 days ago. I got pretty big impact which causes my fps to drop from 1000fps to around 300~fps for 25 lights (after some optimization, i don't ...
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votes
0answers
21 views

Unity and C# - Lighting concentrated on floor with RenderSettings? How to get even lighting on all objects?

I am just getting into lighting with Unity 3d and right now have a function that progressively deepens the lighting of my scene here. I have done this via Render Settings and have tried 3 different ...
1
vote
0answers
28 views

Light intensity on plain from angle

Given a vector (v) for the direction of light and a vector (n) for the normal of a plain. How can I calculate a rudimentary intensity value (i) where When (v) points at (n) directly/face on (i) = 1....
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votes
0answers
37 views

Low intensity of projector in dark enviornments

I am using light Projector as Headlight for player bike....The thing happening is the intensity of projector reduces in dark environment whereas in normal sunny day projector brightness is proper ,. ...
0
votes
0answers
37 views

Unity Lens Flare disappears at edge of screen?

I'm using a Lens Flare component to represent the sun in a 2D game. When the sun rotates onto or off of the screen, I noticed that the flare effect disappears. Basically, once the center of the sprite ...
5
votes
0answers
63 views

Spherical Area Lights do not match reference

So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference): What I ...
0
votes
0answers
65 views

Why does my Point light turn off if Player walks in any direction in Unity 2D?

My 2D Sprite has a material, Sprite diffuse attached to it. Now when I set up a light, it works but if I play the Game and walk, the light turns off immediately and the Player turns black. The ...
4
votes
0answers
110 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
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vote
2answers
64 views

OpenGL strange color issue

I recently made terrain generation for my game, and I created a lighting system (simply diffuse lignting), but there's a strange problem around the edges. I know, OpenGL interpolates the different ...
2
votes
2answers
171 views

Box2DLights in libGDX - Bad quality of the light gradient on Android

I am facing a problem while porting one of my libGDX project from desktop to Android : My game uses Box2DLights. While the light effect look very fancy on the desktop version of the game, it looks ...
1
vote
0answers
175 views

Unity: Build looks different then gameview: runtime reflection probes not working correctly

Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
3
votes
2answers
161 views

Make a light only affect one object

I'm wondering if it's possible to make a light source only affect one object? I know that it's possible to use layers and culling mask, but then I would need one layer for every single object which is ...
3
votes
1answer
71 views

What causes regions of improperly-lit terrain when my pixel light count is below 4?

My Unity3d game has a strange bug where if you have the pixel light count set below 4, these strange boxes appear on the terrain. Because this game is going to be for mobile, if I set the pixel light ...
8
votes
2answers
178 views

Why is the distance from object to eye irrelevant in illumination models?

For example in Phong model and Blinn model, the light intensity does not change depending on how far away the camera is. Why is that?