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per-pixel lightning

Started by ManTis Nov 16, 2004 at 7:00 AM 3 replies 2.2k views
Original Post
ManTis
ManTis
For couple days I've seen many pictures of per-pixel lit levels in games, and even the walls in caves looked like they've been polished/wet. Is there any way to create realistic lighting, that can give me bumps on lessay white wall in room, which is in no way shiny?
If only noobs were boobs... the world would be a better place.
cow_in_the_well
cow_in_the_well
good use of a specular mask map (a greyscale texture that determines where and how much specular is at a certain position on a surface) can really help in this department (rather than just having the whole surface at a constant specular level).

There are lots of other lighting models that can be employed rather than the simple doom3-esque lighting models (which is pretty much just phong).
Matt Halpin
Matt Halpin
I might have posted this before, but anyway:
Some sort of bump map self-shadowing/ambient-occlusion can go a long way to removing the 'plastic' look.

eg:
http://www.mhalpin.34sp.com/images/ConeMap.jpg
http://www.mhalpin.34sp.com/images/glareHiRes1.jpg

Those images use cone maps for simple self-shadowing as well as a very approximate ambient-occlusion term. As has already been said, specular mask maps will also help a huge amount.

HTH

Matt Halpin
chrisATI
chrisATI
Quote:
Original post by Matt Halpin
I might have posted this before, but anyway:
Some sort of bump map self-shadowing/ambient-occlusion can go a long way to removing the 'plastic' look.

eg:
http://www.mhalpin.34sp.com/images/ConeMap.jpg
http://www.mhalpin.34sp.com/images/glareHiRes1.jpg

Those images use cone maps for simple self-shadowing as well as a very approximate ambient-occlusion term. As has already been said, specular mask maps will also help a huge amount.

HTH

Matt Halpin


Another nice technique is using a specular exponent map. This texture stores a per-pixel specular exponent. This way an artist can paint a texture that determines how shiny the material is at a given pixel.

--Chris

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