afecelis Posted December 12, 2009 Share Posted December 12, 2009 Hi guys, Fiddling around some more with my model in the editor I realized the main use I'll have for the engine is not going to be oriented to gamedev but to arch-vis, so now trying to work a bit in the interior lighting I wonder if besides the lights available so far (ambient, directional, point and spot) an area light (square/rect light) would be viable. I know its use would purely or mainly concern architecture visualization, being it a light type used more oftenly in 3d rendering rather than in games. Josh, would such light type be possible and have you ever considered the possibility of creating one? I'm interested in your (and the community's) opinion about it regards, Alvaro Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Josh Posted December 12, 2009 Share Posted December 12, 2009 It's already supported. Uncomment line 343 of shaders\lighting\pointlight.frag: //ambient = gl_LightSource[0].diffuse * (1.0-falloff) * 0.25 * diffuse; Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
afecelis Posted December 12, 2009 Author Share Posted December 12, 2009 wow, really Josh? cool! What does that do? Change the point light's "omni" emitting direction into a defined area? Or will it make a new light type appear in the editor? gonna try it out now. Thx a ton Josh. EDITED: I just modified it, and wow! The way the light is casting now is amazing! :D Another quick question Josh (or probably 2). 1. When I CTRL+Move an entity (i.e. a light) in the editor, is it a copy or an instance? (by changing its properties and not getting all of the items updated, I presume it's a regular copy). Is instancing possible in LE? 2. Have you considered having a self illumination shader material? (don't tell me it already exists! lol). This way any mesh or surface could be turned into a light source finally, I'm having a weird situation after working with lights for a certain amount of time. Sometimes, after ctrl+moving a light to copy it, or ehn changing its properties the whole level becomes overbright and saturated. I have to close without saving the changes and re-open the level in the editor. Is this a bug? Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Josh Posted December 13, 2009 Share Posted December 13, 2009 1. The editor doesn't make instances in the way you are thinking. 2. Materials can be self-illuminating like a tv screen, but they don't cast light on other objects. I have not experienced the last thing you described. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
afecelis Posted December 13, 2009 Author Share Posted December 13, 2009 Thanks Josh for clarifying those 2 out. I'll try to capture a video of the bug I report. regards, Alvaro Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
afecelis Posted December 13, 2009 Author Share Posted December 13, 2009 Hi Josh, I tried sending you this info as a PM but I got a message saying you can't receive any new messages, so I'm posting it here. I was able to reproduce the overbright issue I told you about in the forums. I tried many ways of reproducing it till I found the one I'm sending you. I tried it out 5 times and each time the same thing occurred. Grab the video here: http://telardigital.com/le/overbright.zip you can check my PC specs in my signature. I'm using Nvidia's latest 195.62 drivers. regards, Alvaro Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
TylerH Posted December 13, 2009 Share Posted December 13, 2009 That final error is the HDR going bezerk. It happens quite often to me, I have to reload the map entirely. The iris adjustment doesn't like extreme changes to white or black or gray, it will just start flashing or just make the scene 10x bright. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
afecelis Posted December 13, 2009 Author Share Posted December 13, 2009 Cool to know Tyler. Has it been reported as a bug? Shall I post it in the bugs thread? Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
macklebee Posted December 13, 2009 Share Posted December 13, 2009 That final error is the HDR going bezerk. It happens quite often to me, I have to reload the map entirely. The iris adjustment doesn't like extreme changes to white or black or gray, it will just start flashing or just make the scene 10x bright. yes, this is true... if you load tunnels.sbx (where everything is essentially black) and then create a new sbx, it occasionally does this... Cool to know Tyler. Has it been reported as a bug? Shall I post it in the bugs thread? here's your fix: turn off hdr when loading multiple sbx's back to back. simple. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
afecelis Posted December 13, 2009 Author Share Posted December 13, 2009 hehehe, nice and easy! Thanks Macklebee. I also remember someone (probably you) told me how to fix the alpha problem in leaves of certain trees in th eold LE forums. Many of the ones in the "European Nature Pack" have got this sort of issues: Is everyone aware of that? I'll check for the fix I got in the former forums, but how's everyone handling this? Each one fixes them? Would it be possible to have an updated version of the tree pack withthe fixes for 2.3 included? And I apologize, I'm terribly sorry for deviating the direction of the original topic. Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
macklebee Posted December 13, 2009 Share Posted December 13, 2009 check the mat file for the leaves... you should use the alphatest shader... shader="abstract::mesh_diffuse_bumpmap_sway.vert","abstract::mesh_diffuse_bumpmap_specular_alphatest.frag" Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
afecelis Posted December 13, 2009 Author Share Posted December 13, 2009 twas you! indeed! Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
L B Posted December 13, 2009 Share Posted December 13, 2009 Talk about a great community. This is like 20 fixes for Afecelis in one thread haha. I love LE. Quote Link to comment Share on other sites More sharing options...
afecelis Posted December 13, 2009 Author Share Posted December 13, 2009 hahahha, yeah! Gottta love LE... but also its gang! All your help is invaluable. Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Chiblue Posted November 1, 2010 Share Posted November 1, 2010 I am trying to do a similar thing, but I guess the shader for the point light changed in the latest release of LE becuase I do not have line 324 (or whateve rline it was). My Shader for pointlight only has 122 lines? Can someone help me on building an area light using this? Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Canardia Posted November 1, 2010 Share Posted November 1, 2010 With LE 2.4 you need to remove the attenuation variable from the last line in PointLight.frag to get an arealight. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Rick Posted November 1, 2010 Share Posted November 1, 2010 Just curious, how would you control the area the light is in? Like if I want a long rectangle of light in a certain direction. Or maybe I want a pyramid of light. Does removing the attenuation variable handle all that? I would assume not but I've been wrong before . Quote Link to comment Share on other sites More sharing options...
Chiblue Posted November 1, 2010 Share Posted November 1, 2010 With LE 2.4 you need to remove the attenuation variable from the last line in PointLight.frag to get an arealight. Lumooja, once again you come to my rescue... thanks man.. will try it tonight at home... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Chiblue Posted November 1, 2010 Share Posted November 1, 2010 Just curious, how would you control the area the light is in? Like if I want a long rectangle of light in a certain direction. Or maybe I want a pyramid of light. Does removing the attenuation variable handle all that? I would assume not but I've been wrong before . What Rick said plus how do I use this shader now... I added it to my material, go nothing, copied the entity files for point light to area light amd changed everything appropriate... I do not see how the light shader is applied to the light entities?? Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
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