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Area lights - possible?


Saoru71
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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?

interior_lights.jpg

 

I'm interested in your (and the community's) opinion about it ;)

regards,

Alvaro

My signature was so outdated! I don't know if it's even relevant nowadays... :D

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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 :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?

My signature was so outdated! I don't know if it's even relevant nowadays... :D

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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.

My job is to make tools you love, with the features you want, and performance you can't live without.

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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

My signature was so outdated! I don't know if it's even relevant nowadays... :D

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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.

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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.

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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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:

oak_fall.jpg

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.

My signature was so outdated! I don't know if it's even relevant nowadays... :D

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  • 10 months later...

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?

If it's not Tactical realism then you are just playing..

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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 <_<.

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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...

If it's not Tactical realism then you are just playing..

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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??

If it's not Tactical realism then you are just playing..

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