« Reply #15 on: May 23, 2014, 02:38:35 PM »
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- Again, It's All About Lighting
Author Topic: Again, It's All About Lighting (Read 598 times)
ok... here's a lil more babbling on the topic that might be of some help and offer a lil insight to making better looking scenes...
every scene should have at least 2 lights... a "directional light" and a point light (or a shader point light)...
i use 3DRAD's Sunlight Object is used as the "directional" light, and a point light for the immediate light source... it seems that if the directional light is a lil offset from the sunlight it gives a less flat, more 3D appearance to objects in the scene...
if using default shadows, the positioning of the Sunlight Object must take this into consideration... if using a PointLight Shadow Shader as the point light source, and turning the default shadows off, the shadowing will be taken care of by the shader, and you are free to position the sunlight object as you wish without considering the shadowing...
finally... contrary to the title of the thread, actually, SOMETIMES IT'S NOT ONLY ALL ABOUT THE LIGHTING...
- MORE VERTICES MEAN MORE EVEN LIGHTING
even in basic lighting situations (default 3DRAD lighting) it sometimes will be necessary to add some additional polygons to your models in order to get decent looking lighting for your objects...
lets take a look at a simple box to show what i'm trying to explain...
the screenshots below show the same box, one modeled with default minimum amount of vertices and faces, and what it looks like in a scene... the second modeled with additional vertices and thus more faces...
you can see how the lighting is more evenly distributed over the box with the additional polys...
--Mike
every scene should have at least 2 lights... a "directional light" and a point light (or a shader point light)...
i use 3DRAD's Sunlight Object is used as the "directional" light, and a point light for the immediate light source... it seems that if the directional light is a lil offset from the sunlight it gives a less flat, more 3D appearance to objects in the scene...
if using default shadows, the positioning of the Sunlight Object must take this into consideration... if using a PointLight Shadow Shader as the point light source, and turning the default shadows off, the shadowing will be taken care of by the shader, and you are free to position the sunlight object as you wish without considering the shadowing...
finally... contrary to the title of the thread, actually, SOMETIMES IT'S NOT ONLY ALL ABOUT THE LIGHTING...
- MORE VERTICES MEAN MORE EVEN LIGHTING
even in basic lighting situations (default 3DRAD lighting) it sometimes will be necessary to add some additional polygons to your models in order to get decent looking lighting for your objects...
lets take a look at a simple box to show what i'm trying to explain...
the screenshots below show the same box, one modeled with default minimum amount of vertices and faces, and what it looks like in a scene... the second modeled with additional vertices and thus more faces...
you can see how the lighting is more evenly distributed over the box with the additional polys...
--Mike
but with genetransfers pl soft shader how would I get it to use directional light instead of having it use a pointlight.
FINALLY... a pic of the same basic scene using Genetransfer's PL Soft Shadow Shader...
--Mike
there is no real directional light... i just use a Sunlight Object as a fake Directional Light, and also as a fake Ambient Light to set the ambient background lighting...
see the attached piccies below of the same scene as show above, with just different Sunlight object orientation and brightness settings... top one is dark sunlight... bottom one is brighter with light pointed differently...
to have the skinmesh that is receiving the shader be affected, simply don't check the IGNORE POINT LIGHT property for it ...
--Mike
see the attached piccies below of the same scene as show above, with just different Sunlight object orientation and brightness settings... top one is dark sunlight... bottom one is brighter with light pointed differently...
to have the skinmesh that is receiving the shader be affected, simply don't check the IGNORE POINT LIGHT property for it ...
--Mike
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