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Ambiera Forum > CopperCube > CopperCube Open discussion
point Light and realtime shadows
Author Text

just_in_case
Registered User
Quote
2020-01-09 04:05:58

Just Noticed that point light doesn't cast shadows in realtime. even if the cast shadows option is turned on.

Might be good if we can use them with realtime shadows.

Now i am forced to use directional light. Working on a new demo with the physics engine.Lets see what happens.

Edit:-Am thinking to create timelapse video of my next demo.


j9907
Registered User
Quote
2020-01-10 08:48:14

In my project I don't use lightmaps OR realtime shadows. I do something else (a method commonly used in PlayStation 2 games). In all technicality my game has no actual shadows, but it looks fine!


Robo
Guest
Quote
2020-01-11 03:46:21

just_in_case wrote:
Just Noticed that point light doesn't cast shadows in realtime. even if the cast shadows option is turned on.

Might be good if we can use them with realtime shadows.

Now i am forced to use directional light. Working on a new demo with the physics engine.Lets see what happens.

Edit:-Am thinking to create timelapse video of my next demo.


When I had a point light sun object on a rotating path it did cast shading as you would expect on one side - not actually shadows but shading on one side and looked ok still as it rotated. The terrain must obviously have dynamic set for the lighting.

You could maybe try turn on Irrlict setting to spot light - see if that works (not tried myself).

For my game will probably end up modifying the existing dayNight cycle behavior to match my rotating skybox timing to match as does look better with directional lighting, might not use any actual shadows though as not happy with it..


srfstudio
Registered User
Quote
2020-01-12 18:01:46

@j9907 That sounds interesting, what do you use? Is it some texture-projection method or something else?

@Robo I've been messing a bit with irrEdit properties for light but it didn't do much, at least in my case. I didn't really experiment a lot since my levels are mostly lightmapped, just tried a few things but I guess that could be a thing to look into more closely.


j9907
Registered User
Quote
2020-01-12 22:06:42

wrote:
@j9907 That sounds interesting, what do you use? Is it some texture-projection method or something else?



Vertex coloring




srfstudio
Registered User
Quote
2020-01-12 23:37:27

Aaa yes, I completely forgot about that :) It's fast, efficient and it has a nice retro-feel to it. Good choice and especially good choice for your project since it's a remake/re-creation of PS game.


j9907
Registered User
Quote
2020-01-13 02:25:02

Yes! exactly. That, and I have reference images. Do you have a Discord srf? I'd love to talk a bit more about CC, but in real-time


bracer
Registered User
Quote
2020-01-16 02:14:33

Wow, you use Blender ?
Didn't know another Blender head was here !

PS: I know NOTHING about Vertex Coloring.
Never understood it, never used it.


j9907
Registered User
Quote
2020-01-16 16:48:59

wrote:
Wow, you use Blender ?
Didn't know another Blender head was here !

PS: I know NOTHING about Vertex Coloring.
Never understood it, never used it.



Yep, I use Blender pretty much exclusively (not 2.8 and higher though - I can't stand the new UI! I'm sticking with 2.79b for as long as I can). I occasionally use Maya to convert assets I have, but that's a rarity for me.


bracer
Registered User
Quote
2020-01-16 21:25:27

I am also exclusively sticking to 2.79b because of this plugin which I have described in my channel:
https://www.youtube.com/watch?v=A-_KE6wX24g

But then something in 2.81 happened...the ability to manually move pivot point DIRECTLY.

That was the NUMBER ONE FEATURE I have always wanted in Blender because I cannot stand the 3D cursor, I don't want to move the 3D cursor and then align the pivot point to the 3D cursor, it is just too much indirect work, I HATE the 3D cursor...
Ok maybe hate is too strong a word...I wish for it to be...not a thing anymore....ha ha ha

And so...because of that simple feature...the ability to move pivot point directly...I moved to 2.81.

But I have 2.79b with me for when I need that feature which I have just linked.


j9907
Registered User
Quote
2020-01-16 22:20:41

Ooh nice. I really only use 2.79b since its layout is so intuitive. 2.8/2.8.1/etc are awful in that regard. It's such a departure from 2.7's...

Some time ago I tried to follow your tutorial about lighting a level mesh and then exporting it so it works in CC, but for some reason my level meshes are pure black / grey in the Cycles renderer... A shame! The vertex lighting idea isn't going to work, sadly. CC has some stupid issue with it...


bracer
Registered User
Quote
2020-01-17 00:24:50

You want me to take a look at it for you ?
ASSUMING that project still matters to you or else I don't want to spend time working on something you don't care about anymore.


j9907
Registered User
Quote
2020-01-17 13:26:58

I'm taking a break from it right now so no thank you, but thanks for the offer! It's just I'm going over my head with this project... So many ideas!


srfstudio
Registered User
Quote
2020-01-18 01:50:15

@j9907 Sorry for delayed response, I didn't check CC forum for a few days :/
I had a Discord profile some time ago but I didn't really use it so I'll have to look for user/pass. If I can't find them I'll open another and send you id.
Hopefully you are located somewhere in Europe or we'll have some interesting situations with +8/-8 hours differences :)


just_in_case
Registered User
Quote
2020-01-18 03:28:51

Great but for my specific demo i require realtime shadows so maybe vertex shading or light mapping isn't a solution for me...it's a very simple game with very simple physics😇


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