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sunlight and specularnormal shaders = wtf #310448
02/14/10 21:23
02/14/10 21:23
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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darkinferno  Offline OP
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ok, i dont know how many of you guys have played with the lighting of this engine but if you have you'd see that the sun_light variable is the most useless p.o.s ever, i mean, with it on, your models get a directional lighting even in a pitch dark room, turn it off and your models become flat and boring, it shouldve been like a property of a model, so i could say:

my.sunlit = such

that way i could determine how much each model is affected by it, what does this have to do with shaders?
well.. i made a small shader viewer and it seems almost all the shaders made for this engine depends on that.. i created a test level, sunlight set to 0, models ambient and albedo set to 0 and yet almost all the spec shaders i try make the whole model lit... totally fake, i came closest with boh_havocs new shaders but its still not perfect.. anyone have any idea about this?

because currently, none of these shaders seem suitable for a game that might have dark levels...

[sorry for the rant, lol, been tweaking and testing every shader i could find for the past few weaks so.. lol, its finally getting to me]

Re: sunlight and specularnormal shaders = wtf [Re: darkinferno] #310464
02/14/10 22:07
02/14/10 22:07
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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JibbSmart  Offline
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WA, Australia
As far as I know you're a good programmer, so I highly recommend doing the shader tutorials and then writing them yourself. As far as I'm concerned shaders are the easiest part of programming with A7, and this way you can easily add whatever parameters you want.

As such, I never use the default shaders, but I would've thought they'd have some parameters you can change on a per-entity basis through skills.

Jibb

PS: I didn't intentionally begin every sentence with "as"


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Re: sunlight and specularnormal shaders = wtf [Re: JibbSmart] #310481
02/15/10 00:06
02/15/10 00:06
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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lol. well i wasnt talking about the default shaders, i mean, almost all of the ones i tried. . .

i'd rather not jump into shader programming also, not if i plan on getting anything done any time soon

Re: sunlight and specularnormal shaders = wtf [Re: darkinferno] #310492
02/15/10 02:18
02/15/10 02:18
Joined: Dec 2006
Posts: 434
UK,Terra, SolarSystem, Milky W...
pararealist Offline
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hi, i so agree, the sun is basically unusable.


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Re: sunlight and specularnormal shaders = wtf [Re: pararealist] #310567
02/15/10 16:52
02/15/10 16:52
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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But this is a DX problem. Lights in DX ignore other entities, otherwise they would create realtime shadows (=> slow).

So why don't you set the sun_light to a default value, and just set the ambient value of the entity to 0 if it is in a dark area (you can do this by tracing to the ground, see c_trace() or theoretically it should be done automatically).

Does this problem also occur with the default shaders?


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Re: sunlight and specularnormal shaders = wtf [Re: Dark_samurai] #310588
02/15/10 19:27
02/15/10 19:27
Joined: Mar 2006
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Hummel Offline
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Hummel  Offline
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Quote:
turn it off and your models become flat and boring

in a closed room with no point light sources you would usually get deepest darkness, so why dont using some?

Re: sunlight and specularnormal shaders = wtf [Re: Hummel] #310590
02/15/10 19:54
02/15/10 19:54
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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darkinferno  Offline OP
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Originally Posted By: Dark_samurai

So why don't you set the sun_light to a default value, and just set the ambient value of the entity to 0 if it is in a dark area (you can do this by tracing to the ground, see c_trace() or theoretically it should be done automatically).

Does this problem also occur with the default shaders?


Well no it doesnt happen with default shaders and am not sure if you get what i meant, "Lights in DX ignore other entitie"? i dont remember saying anything about wanting lights to react to entities, the idea is this, the sun_light variable shades ALL models with a directional light, turn it off and your model becomes flat [no directional lighting] so yes its brightness/darkness will increase but it will still look flat because of no directional light, also, most spec shaders i see depend on this sun_light and thus, even when i set the sun_light to 0, the model is still somewhat lit, just start some of the shader demos, press tab and type sun_light = 0 and you'll see what i mean

Originally Posted By: Hummel
Quote:
turn it off and your models become flat and boring

in a closed room with no point light sources you would usually get deepest darkness, so why dont using some?

am not entirly sure what you mean? in a close room, a model shouldnt be showing any light at all.. this cant be achieved unless you set the sun_light to 0 and if you do set it to 0, some shaders still maintain some sort of brightness

so far, the default gs shaders and the one from boh_havoc new pack [unreleased] are the only too that come close, the others behave unacceptable with the sun_light at

Re: sunlight and specularnormal shaders = wtf [Re: darkinferno] #310646
02/16/10 09:05
02/16/10 09:05
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
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Posts: 482
IMHO, the brightness in 3DGS doesnt only affected by nearby light but from the shadow value traced down to the level too. Most non 3dgs shader doesn't calculate that I guess.

Re: sunlight and specularnormal shaders = wtf [Re: bart_the_13th] #311134
02/18/10 17:22
02/18/10 17:22
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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so it would seem, i guess calling the default shaders 'useless' isnt really a right thing to say since in this case they seem to defeat all other shaders, so it really does depend on what you project needs

Re: sunlight and specularnormal shaders = wtf [Re: darkinferno] #311243
02/19/10 03:08
02/19/10 03:08
Joined: Aug 2008
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bart_the_13th Offline
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bart_the_13th  Offline
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I'm not sure with your shader, but how about changing "sunlight" with "veclight" in your shader? Will it work?

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