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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0answers
10 views
Strange glitches with VolumetricLighting test scene (Unity)
I was going to test the VolumetricLighting test scene, but I faced a problem.
After starting the game, I can see only some strange glitches on the screen.
Also I get an error message in the console: ...
0
votes
0answers
27 views
Implementing Phong Shader whith 8 lighting
Reference: Phong Shader
I want to use 8 lights (4 red, and 4 green) but my object always has no color . I want to get this result:
but my result is like this:
For frag code, I have:
#version 120
...
-1
votes
1answer
62 views
Realistic 3D Lighting in Unity
The game I am working on is in 3D, and I need to create a realistic looking recessed ceiling light, preferably without any 3rd party plugins or tools, as I am on a school computer.
What is the best ...
0
votes
0answers
39 views
Is this 2D light implementation with shaders good enough?
After some days reading and programming shaders in GLSL (and Allegro 5) I came up with the stages I will be using to render the lights in my 2D test game. My first goal is to reach something like what ...
0
votes
1answer
42 views
BRDF Incorrect specular highlights
I'm currently attempting to implement BRDF lighting, and am hitting a bit of a snag with my specular term - the specular highlights aren't rendering correctly.
To make things simple, I'm using a ...
0
votes
0answers
8 views
Combine diffuse map and lightmap into one texture file
Working with Unity, I'd like to do some more memory optimization. Currently, my 3D models have a diffuse texture and a lightmap, both at the same resolution and compression.
I was wondering if there ...
0
votes
0answers
178 views
Enabling OpenGL lighting seems to disable blending
I have the following code to set up for some 2D drawing using OpenTK. I originally wrote it without any lighting considerations, but later added the lighting block. This version of the code uses GL....
0
votes
1answer
34 views
Fine tuning light shader mechanics
I'm currently trying to implement the lighting technique described in this article.
I've done pretty much exactly what is done in the article. My technique is the same, and my shader is the same. ...
0
votes
0answers
23 views
Area Lights in DirectX
So after reading https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation (a guerilla games presentation on PBR) I noticed the Area lights as opposed to the ...
0
votes
0answers
46 views
Deferred rendering black screen
UPDATE: I have discovered something. If i change the final display to be respect the, for example, normal map it is showed for a instant before disappear and become all black again. Could it be a ...
3
votes
1answer
81 views
Light Attenuation Formula Derivation
I understand that when sampling the brightness of a given point on the surface, a certain cutoff needs to be taken into consideration.
Other words, when the light is further away, the intensity ...
0
votes
1answer
60 views
Specular Lighting Error
At the moment I am implementing Specular Lighting for my engine in DirectX on top of Diffuse Lighting. I am using a physically based technique and as you can see from the image below something is ...
0
votes
0answers
50 views
OpenGL harsh lighting on model
I'm messing around with textured shading, but it appears to be doing something very odd with the lighting.
Here is a little hat I made. It is the only textured model in the scene, the other models ...
0
votes
1answer
25 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
111 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 ...
1
vote
0answers
21 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
105 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
75 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
86 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
53 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
64 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
60 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
47 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
42 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
216 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 smoke ...
0
votes
2answers
49 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
146 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
40 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
39 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
41 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
70 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
263 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
55 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
38 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
235 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
36 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
210 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
129 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
132 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
68 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
112 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
34 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
29 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
192 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
78 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 ...
4
votes
2answers
228 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
36 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
44 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
62 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 ...