0 registered members (),
18,008
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: soft shadows?
[Re: Damocles]
#94946
10/26/06 10:30
10/26/06 10:30
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
I also can imagine that dynamic lights and shadows will be the future. Most shaders have only one purpose: creating dynamic lighting. This concept even uses normals, heights and specularity today. The gpu's do all that real-time.
Currently static light maps are a good way to create moody environments. If I would make a game now then I want to have static shadows as well. This ensures to run smoother today.
But the future will probably be real-time. It will even make much things easier: You don't need light map compilition. You can place a light in a real-time editor and you see results instantly.
Models, Textures and Games from Dexsoft
|
|
|
Re: soft shadows?
[Re: Damocles]
#94947
10/26/06 11:55
10/26/06 11:55
|
Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
|
Expert
Joined: Oct 2003
Posts: 4,131
|
Quote:
Why? In this view, there is no need for BSP Blocks with static lights either,
Yes thats right.. such things should be removed from the engine.
|
|
|
Re: soft shadows?
[Re: jcl]
#94952
10/27/06 12:05
10/27/06 12:05
|
Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
|
Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
|
Naw, he's not lightyears ahead of us, just sees in FPV(First Person View), also known as "first person shooter view". It's a syndrome full of effects, and other razzle dazzle. Unfortuantly, it will be a while until all games can switch to a fully dynamic lighting system, mostly due to speed reasons. I'd be doing things a differently if speed was no issue. As well, creating art to properly work with dynamic lighting is alot of work, a fair amount more than art developed in mind for static lightmaps.
|
|
|
Re: soft shadows?
[Re: William]
#94953
10/27/06 13:22
10/27/06 13:22
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
Quote:
...as well, creating art to properly work with dynamic lighting is alot of work, a fair amount more than art developed in mind for static lightmaps.
I can partly agree but also disagree. Arts for dynamic lighting can be even easier to do. You do not have to paint shadows, highlights and faked specularity into your image to make it look more realistic. This makes a real-time shader for you. So sometimes a faster created color map is sufficient.
Did you realize that many users today use quite simple maps for human skins? Just a flood fill with some noise on top? This is not big amount of work. The shader and the normal map will create all the details with real-time lighting.
But you are right when you want to create high poly meshes for the normal map in addition to your low poly mesh. That may take some minutes more 
Models, Textures and Games from Dexsoft
|
|
|
Re: soft shadows?
[Re: Machinery_Frank]
#94954
10/27/06 17:17
10/27/06 17:17
|
Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
|
Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
|
Actually, both take a lot of time if you want to get it done right. If only people who use the fill tool would try to spend more than just half an hour on one skin painting, just take the time needed to make a proper skin. You know, add lot's of (necessary) details, and would look for some general painting tutorials, etc. ... It seems just a handful of people are prepared to spend some time learning this, but it could greatly improve the overall quality of the games shown here on the forums ..  I'm not critisizing anyone here, I've experienced myself that learning to digitally paint costs a LOT of time. (Still not done learning.) Some people seem to think that shaders make a model look good, but infact it's the textures for 90+ % that makes it look good. Shaders can only make it a bit better, or way way worse. (I definately agree that bump mapping or parallax mapping and perhaps even specular mapping improve a model a lot, Frank_g's textures are a good example, however even there you see that it's actually the artwork that's making it great). Cheers
|
|
|
|