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Re: Bloom
[Re: broozar]
#88160
08/31/06 06:48
08/31/06 06:48
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Joined: Jun 2005
Posts: 656
Grafton
User
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User
Joined: Jun 2005
Posts: 656
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I agree with you DaBro0zar. While I do think Bloom, blur, hdri ect would be nice, they will look odd with the engines hard edged stencil shadows that flicker on and off. The quality of a 3D engines render, IS the quality of the engines light and shadowing capabilities. I hope more attention is paid to develop better lighting and especially shadows which are basic, than creating "realistic water" or some other FX that are peripheral. I have been watching the beta page for a long time, and there has been incredible progress by the developers, so perhaps we will see all of these things in the near future!
Not two, not one.
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Re: Bloom
[Re: er_willy]
#88164
08/31/06 10:22
08/31/06 10:22
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I agree with you. Light and shadows make the engine look good at your screen shot. Lighting is the most important part. Even with missing shadows a good lighting can make it.
Because of that I like the soft shadows of level geometry in GS. I hope we get the same with models and the new adaptive binary tree.
Shaders are another option to go. A good shader (at least good Phong lighting) can make a picture better. A model without lighting looks flat. Only light and shadows can create an illusion of depth. Every painter knows that.
But I have a good feeling. All what I can read in the future section sounds fantastic and the new render kernel already works with stunning speed. But speed is only one issue. The artists need light and shadows. I cannot stress this enough. This is important and should not be left in the category of "medium priority" points.
Models, Textures and Games from Dexsoft
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