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
1answer
19 views
Problem with Basic Diffuse Lighting
So recently I have been learning how to implement Diffuse Lighting in DirectX and I have done so with the following code:
float4 PS(VS_OUTPUT input) : SV_TARGET
{
input.normal = normalize(input....
4
votes
1answer
97 views
Directional light type
I am currently trying to implement a specific directional light type.
This light type has been used in the game INSIDE and is called orthogonal spotlight (aka local directional light). I assume that ...
0
votes
0answers
12 views
Opengl - SpotLight shadow map issue
I have a light / shadow system that implements a spot light too.
Every lights are working fine, but the spot light is acting weird.
If i dont use any type of "shadow softening" method, it works ...
2
votes
2answers
98 views
2D Lighting From Sun
I have been developing a game for over a year now and I have successfully implemented the basic foundation for lighting, but there are still a few things I'm struggling with. The biggest issue right ...
1
vote
2answers
66 views
Problem with Diffuse Lighting
So I am currently implementing Diffuse & Ambient Lighting based off this tutorial:
https://www.braynzarsoft.net/viewtutorial/q16390-simple-lighting
I think I have implemented everything correctly,...
1
vote
0answers
50 views
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 ...
0
votes
1answer
51 views
How to achieve light effect on a car panel icons?
I'm making a car and I want to make lightable icons on its 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 plane....
2
votes
1answer
48 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 ...
0
votes
1answer
53 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 ...
1
vote
1answer
35 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 , ...
0
votes
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
212 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 ...
0
votes
2answers
36 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 ...
0
votes
0answers
140 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'...
1
vote
0answers
35 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? ...
0
votes
0answers
37 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 ...
0
votes
0answers
40 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 ...
1
vote
1answer
44 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
254 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
votes
1answer
49 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 ...
0
votes
0answers
32 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.
...
3
votes
2answers
202 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
votes
0answers
34 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
199 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
117 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 ...
-1
votes
2answers
102 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
65 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 ...
-1
votes
1answer
89 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
33 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. ...
1
vote
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
141 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?
4
votes
0answers
65 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
205 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.
...
0
votes
0answers
33 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);
...
0
votes
1answer
39 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
52 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 ...
0
votes
0answers
38 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
68 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
40 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 ...
0
votes
0answers
22 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
29 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....
0
votes
0answers
41 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
38 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
66 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
69 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
115 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 ...
1
vote
2answers
68 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
173 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 ...