Light setup for new gfx

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dmh_mac
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Light setup for new gfx

Post by dmh_mac »

Since we need a new camera.blend because of changes in blenders ortho-camera we might get a new lighting setup in as well.

Attached to this post is the lighting setup I use, which I will now briefly explain (pics included :) ). It is by no means something I insist on and extremely open for debate.

Light 1 : A hemi which creates blue atmospheric ambient lighting (casts no shadow).

Light 2 : A slighty yellow sun at a high angle so it doesn't cast extremely long shadows.

Light 3 : A slighly yellow sun from the right side which makes the scene less dark (casts no shadow).

Light 4 : A slighty blue sun from the left side which makes the shadows less a dark and a bit more blueish (casts no shadow).

P.s. The ortho camera scale isn't a correct scale, merely an approximation.
Attachments
1light.png
1light.png (9.56 KiB) Viewed 5111 times
2light.png
2light.png (13.63 KiB) Viewed 5112 times
3light.png
3light.png (13.15 KiB) Viewed 5111 times
Last edited by dmh_mac on 07 Jul 2005 11:22, edited 1 time in total.
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Post by dmh_mac »

Attachments aren't my strong point. Here's the rest...\

EDIT: Blast! I keep forgetting this board doesn't allow .blend files as attachments (perhaps this could be changed).
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4light.png
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Alltaken
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Post by Alltaken »

yeah i like the 4 lights one.

the camera angles look pretty much spot on (since we are already rendering the ground sprites, so i guess any new lighting needs to kidn of fit in with that)

also a "nighttime" lighting setup would also be needed. i am thinking it has the blue backlight (the moon) but without the main sun light.

so 2 lights, but the other two ;-)

i do like the 4 light one so far the most.

give it a crack on your lighthouse (both daytime and nighttime) would be great.

Also a test with Ambient Occlusion would be great also (low ambient occlusion setting perhaps only subtractive, with the smae sun light casting shadows)

128 pixels wide does seem to be the current standard for the sprite design (more would be hard on bandwidth, and CPU power, as well as screen space) however designing things to a size of 256 wide would not be wrong . i probably said to do so earlier, but perhaps its not a smart idea :P (i am not sure) so its upt o your choice on the size of things, but 128 will be minimum standard.

good stuff though keep it up.

you are interested in buildings more than vehicles...?

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Post by bobingabout »

speaking of night time, are you also considering seasons when making graphics?
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Post by Alltaken »

bobingabout wrote:speaking of night time, are you also considering seasons when making graphics?
not yet no.

the amount of work for seasons also would be increased 4x so i think its not worth it yet.

seasons GFX mainly involves flipping some tree GFX in and out. and changing soume ground tiles.

seasons will come later IMO.

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Post by bobingabout »

aslong as you allow for the future expansion, thats great.

hows the day/night cycle going to go? over a month?

something else some people want for the multiplayer mainly, including me, is longer game days. if you make a game day 30 times long, imo, thats enough for a true day/night cycle, plus also changes 120 years a day to 4 years a day. making a 120 year network game last a month.

yes, there will be a few other changes required, but if you make it a patch option, i think making days last a min would be nice.
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Post by dmh_mac »

Alltaken wrote:yeah i like the 4 lights one.


also a "nighttime" lighting setup would also be needed. i am thinking it has the blue backlight (the moon) but without the main sun light.
Moonlight isn't blue, moonlight is sunlight reflected of colourless rock.
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Post by Archonix »

dmh_mac wrote:
Alltaken wrote:yeah i like the 4 lights one.


also a "nighttime" lighting setup would also be needed. i am thinking it has the blue backlight (the moon) but without the main sun light.
Moonlight isn't blue, moonlight is sunlight reflected of colourless rock.
... which tends to reflect blue light the most due to the surface texture, light which is then filtered through our atmosphere, which scatters blue light the least. Overall it ends up being blue.
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Post by Born Acorn »

wouldn't it be easier to doi a pallette change for night time? I mean think of all the transition graphics between night and day that would also be needed.
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Post by Mek »

Born Acorn wrote:wouldn't it be easier to doi a pallette change for night time? I mean think of all the transition graphics between night and day that would also be needed.
a palette change? 32bpp graphics don't have palettes
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Post by dmh_mac »

Moonlight is white-ish, look at the moon and see if it's blue or white, I think you'll find it's quite white.

Interesting read about light

Aditional rendered graphics for night time are a must since there would be streetlights and lit windows, etc.
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Post by Alltaken »

then try a dim white light for the night time.

also our eyes adjust a lot during different situations, so just to humour me could you please try a slightly bluer one too?

if white is best i would be happy to go with it.

and yes we would need to add lighting from streelamps...

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Post by Thief^ »

If you read it says that at night the sky provides a strong dark blue light, so even with the moon you'd need a blue light in the scene.
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Post by dmh_mac »

Ofcourse there will be blue global light, I'm just saying that the moon casts white light albeit a lot dimmer than the sun, so the blue/white ratio changes to a more blue overal lighting.

Our eyes are generaly less sensitive to blue than to red and green/yellow light allthough our brain has some complicated proceses that allow us to filter out most of blue light in outdoor situation while still "displaying" blue objects as blue objects.

At night time our eyes tend to lose most colour perception as light levels drop below our 'cone' threshold, having us depend solely on our 'rods'.
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Post by lucaspiller »

Pain in the arse post:

Also don't forget to account for when it is cloudy in an urban area, the blue sky turns rather orange and is a lot brighter.
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Post by Jango »

bobingabout wrote:speaking of night time, are you also considering seasons when making graphics?
to begin with, there's nothing stopping openttd following the example of locomotion and having such things as falling snow line in the winter. In fact I reckon this would be trivial and would not require further graphics
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Post by Sellu »

Hmm how does those lighting setups look with animated objects rotating around. Could you please make animation of 64 frames that rotates the object and make it to single animation.
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Post by dmh_mac »

:idea:

Added another one with all the light except the sun set to not cause specular.
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Post by Sellu »

Both look pretty good to me. There seems to be no sharp transitions in lighting while rotating so it will do in the game in my opinion. Good work:)
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