Re: [Algorithms] It looks terrible (was: Lightmap Terrain)
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From: Mark W. <mwi...@cy...> - 2000-08-28 20:27:00
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Hi Niki, You could also try the trick that many people used when making outdoor levels for Quake based games. They create a 2D grid of lightsources on a plane in the sky. The brightness of each light is adjusted based on the sun position. This method approximates an area light source (sky/clouds) instead of just a point light (sun). Search around the Quake modeling sites for more details. By the way... I think your lightmap looks fine. Lightmaps never look very good when viewed alone. You have to blend them with a noisy base texture to get a decent effect. -Mark ----- Original Message ----- From: "Klaus Hartmann" <k_h...@os...> To: <gda...@li...> Sent: Monday, August 28, 2000 12:33 PM Subject: Re: [Algorithms] It looks terrible (was: Lightmap Terrain) > Kim, > > it sure is worth a try to let the 'anti sun' shine from above :) Curious to > see what it looks like, but can't try it right now. > > The reason why I chose to place the 'anti sun' to the west, and the sun to > the east is, because I saw our artist model terrain. The results looked way > great, and he placed the 'anti sun' to the west, and the sun to the east. > > Also, I was thinking about something completely different: Create an > invisible sphere that represents the atmosphere and encloses the whole > terrain. Then light the 'faces' of the sphere so that it is brightest where > the sun is. Then for each ray/surface intersection point compute the normal > at that point and use it to cast a ray towards the sphere. You'll hit a more > or less bright on that sphere, and this point is then used as a light source > (the color of that point on the sphere then represents the color of the > light emitted from the 'virtual' light source). I'm not quite sure what will > happen to the shadows, but it's possible that they'll be correct (including > penumbrae). > > Maybe I'm wrong, but I have the feeling, that this can look more than just > good. > > Everyone: What do you think? > > Niki > |