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#475318 - 12/01/18 20:33 Lighting Question
Garrettwademan Offline
Member

Registered: 01/26/06
Posts: 235
Loc: Pittsburgh PA
So I have been beating my head over this, can anyone tell me why my light cast is acting this way on the models? The ceiling tile and floor is 1 model, but it has multiple faces and the light appears different at each face having its own local light scheme. Looking to see if I can make this look more realistic. Any thoughts?

FYI - I have almost no code to handle this today, so I am open to ideas on how to start on this.



Edited by Garrettwademan (12/01/18 20:45)
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#475319 - 12/01/18 20:53 Re: Lighting Question [Re: Garrettwademan]
3run Offline
Senior Expert

Registered: 05/05/09
Posts: 5104
Loc: Caucasus
Hi there! I guess only per pixel lighting will fix this issue. By default acknex uses vertex lightning as far as I know. So the best way to fix that, is to use shaders (to write it by yourself, cause I can't really recall a 'ready-to-use' solution for that Edit: I guess those bumpmapping shaders from AUM or free resource page are having per pixel lightning).

Edit: also, face-separation might help. I remember something about this from Superku, will try to find now.

Edit2: I couldn't find it.. so here I've made some screen shots to show what I meant by face-separation:
1 - this is a simple 'smooth' box created in MED, it will have some lightning issues (same as on your screenshot).
2 - select one of it's sides (f.e. the top as on this picture) and press COPY (near by the OPEN, SAVE etc)
3 - after copying it, remove the side (press delete)
4 - press PASTE button which is right next to COPY, and you'll get separated top side of the box
5 - continue with the rest 5 sides, and you'll get a box with separated faces

This will help to get more or less proper lightning, but per pixel lightning shader is MUST have too (combined with this tips).
Quote:
#1

#2

#3

#4

#5



Edit3: also, you can see differences between vertex lightning (only looks good on more or less high polygon models/surfaces) and per pixel lightning on this videos
Vertex Lighting
BDX Devlog #2 - Per-Pixel Lighting

Best regards.


Edited by 3run (12/01/18 21:15)
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#475320 - 12/01/18 21:14 Re: Lighting Question [Re: 3run]
Garrettwademan Offline
Member

Registered: 01/26/06
Posts: 235
Loc: Pittsburgh PA
You guys got it! Thanks.

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#475321 - 12/01/18 21:17 Re: Lighting Question [Re: Garrettwademan]
3run Offline
Senior Expert

Registered: 05/05/09
Posts: 5104
Loc: Caucasus
Glad to be helpful! Thanks to Superku, I've learned all those awesome tips from him! laugh
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#475323 - 12/02/18 08:22 Re: Lighting Question [Re: 3run]
Superku Online
Senior Expert

Registered: 09/13/03
Posts: 6782
Loc: Kiel (Germany)
@3run: Good avice/ post! wink
My pic you were probably looking for - from January 2013, took me a while to find it:

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#475348 - 12/03/18 17:25 Re: Lighting Question [Re: Superku]
20BN Online
Member

Registered: 02/08/03
Posts: 114
Loc: RP China
You can import *.obj in "Model from FBX 2010" fix all smooth group.

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