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Dynamic light bleeding #442851
07/04/14 23:06
07/04/14 23:06
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
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After working with everything having bump mapping, I decided to flip the switch to optimize the no shader gameplay. It looks like my models are lit with paint. I've been trying to mess around with d3d_pointlightfalloff but with no success. Even with diffuse values at 1 - the inner range of the dynamic lights are still just destroying the textures. Does anyone know of a method to tame these friggin lights?





edit: I just realized I posted this in the shader forum when it's more of an engine thread. SO I GUESS my question is: is there a fixed function shader that normalizes lighting or something? grin

Last edited by Stansmedia; 07/04/14 23:08.

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Re: Dynamic light bleeding [Re: Stansmedia] #442863
07/05/14 05:18
07/05/14 05:18
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
I'm sorry I don't get it, what exactly do you want to do?

Your title says 'light bleeding' which is something completely different (belongs to that global/indirect illumination stuff)

Edit: I think I understood now
if you're trying to get a similar look without normalmapping:

make a copy of your shader -> rip out the normalmapping part -> profit


Edit#2: and I misunderstood again, I thought you were looking for an actual shader...

I haven't seen a fixed function shader with 'good' lighting.
(The default lighting has an ugly falloff, doesn't support high dynamic range lighting, is vertex based and looks like it is from 1999)
However, why don't you use just a "normal" shader (I'm not a fan of that fixed function stuff)?

Last edited by Kartoffel; 07/05/14 05:27.

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Re: Dynamic light bleeding [Re: Kartoffel] #442870
07/05/14 08:53
07/05/14 08:53
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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decrease light strength, or modify the light response in the shaders use.


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Re: Dynamic light bleeding [Re: sivan] #442879
07/05/14 10:42
07/05/14 10:42
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Probably the best solution is not to offer shaderless visuals. Just implement different shaders/ effects without normal maps and the like then. (Btw. in my understanding there really isn't a fixed function pipeline anymore for a long time (on a hardware basis), it's just shader based all the time.)


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Re: Dynamic light bleeding [Re: Superku] #442922
07/05/14 23:06
07/05/14 23:06
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
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What shader do you guys think I should use? I jumped back to the game studio specBump.fx the normal mapping shader 2 in the wiki has no specular control so... I had a quick peak in the specBump file and there is no value to adjust that controls the intensity of the lights. If I could adjust the lights to compliment the non shaded geometry, and adjust the bump mapping to be more responsive to lights everything would be dandy.

I mean, just applying a base shader to tame the lights would be good. But without any shaders the frame rate triples (for me). Computer gaming is not cheap. In general, more people then not will have computers that are not built for GPU demanding games. I don't want to leave those potential players out.

Also, I need honest opinions for this question. I think that it adds a disturbing value to the gameplay in my opinion but... Should the demon woman be nude? Or.. A "unick" (no nipples or anything, just a genderless humanoid), or clothed.


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Re: Dynamic light bleeding [Re: Stansmedia] #442925
07/05/14 23:18
07/05/14 23:18
Joined: Nov 2008
Posts: 946
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the_clown Offline
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"More people than not will not have computers that are not built for GPU demanding games" - well, these aren't really potential players, anybody who plays any games will have at least a, say, 5 to 7 years old graphics card, which should have not too many problems running basic surface shaders, at least when these shaders are optimized.
Also, it's true, shaderless pipelines are practically dead. Newer graphics APIs like OpenGL 3+ don't even support fixed function pipelines anymore.

If you run into problems like these - no shaders that fulfill your needs - there's always the option to write your own or modify existing ones. I'm pretty sure the specBump shader could easily modified to be adjustable.

Last edited by the_clown; 07/05/14 23:20.
Re: Dynamic light bleeding [Re: the_clown] #442927
07/06/14 00:06
07/06/14 00:06
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
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Stansmedia  Offline OP
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Canada
I wish there was a shader manual like c-scripts. A help doc with all commands, etc and examples.


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Re: Dynamic light bleeding [Re: Stansmedia] #442928
07/06/14 01:26
07/06/14 01:26
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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read the shader tutorial laugh
http://www.conitec.net/shaders/


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Re: Dynamic light bleeding [Re: DLively] #442936
07/06/14 10:37
07/06/14 10:37
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Quote:
Also, I need honest opinions for this question. I think that it adds a disturbing value to the gameplay in my opinion but... Should the demon woman be nude? Or.. A "unick" (no nipples or anything, just a genderless humanoid), or clothed.
, it depends a bit on what your target group is. The advantage of making her nude is that more teenagers want to play it and it makes it a bit more serious/realistic I quess (/less fantasy). Some people dislike it, but my quess is that this is a small group but I don't know for sure. If you want to take the horror to the next level while keeping her goodies hidden, you can add some disfigurements to those places. Its your choice, but I personally would let her be like this ( leave her alone! grin ).

Last edited by Reconnoiter; 07/06/14 10:39. Reason: spelling
Re: Dynamic light bleeding [Re: Stansmedia] #442943
07/06/14 16:27
07/06/14 16:27
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the_clown Offline
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Originally Posted By: Stansmedia
I wish there was a shader manual like c-scripts. A help doc with all commands, etc and examples.


Well how about this:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb509638(v=vs.85).aspx

I haven't looked into it too deeply because I didn't need to use HLSL for a long time, but I guess it's pretty much what you need.

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