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Latest lighting Activity

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DevDylan98
March 14, 2024 03:24 PM
Good graphics are hard to get, but are they better?
Whispers of West Grove (2024) - An empty hallway left in disrepair.AAA Workflow with Indie Resources

I recently took this photo a few weeks back to mark the moment I achieved peak graphics quality for my game. It might not look very impressive when compared to some amazing projects by others, but th…

4,441 views
buzzelliart
November 29, 2023 08:14 AM
OpenGL procedural terrain - triplanar texture mapping + normal mapping

Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.

To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").

Textures from:

. FreePBR.com

. Textures.com

C…

1,971 views
DirectX12 lighting with weird stripes

Maybe this is part of the problem:

float3 va = normalize(float3(size.xy, s21 - s01));
float3 vb = normalize(float3(size.yx, s12 - s10));

float3 localNormal = float3(cross(va, vb) / 2 + 0.5f);

You forgot to normalize the final normal, while normalizing the two tangents isn't needed. So it should be:

f…
2,687 views

JoeJ said:

Your game looks like you might use BSP trees for the levels?

Currently I am not. I'm loading the meshes in and drawing each one (with some simple batching of unique meshes). Then for collision I create individual mesh objects within bullet physics and use bullet's collision functionality t…

6,130 views
Unreal Engine 5 Path Tracing viewport mode vs PPV

Hello all,

I'm trying to create an accurate simulation of mirror reflections in UE5. I did some digging and determined that I need to focus on global (indirect) illumination Light Transport Algorithms, the first example of this that I found was path tracing, and I'm currently trying to modify my pro…

3,998 views
Making soft, blobby lights

@JoeJ Ah, sorry--it looks like we replied at pretty much the same time!

Indeed, if the approach given by a light breeze, above, turns out to not work in some case, then what you post looks like it might well be worth investigating. Thank you! ^_^

4,524 views

Thank you, everyone! I think I have my answer.

7,717 views

If you use a texture array where each “channel ” (diffuse/spec/normal/emissive) has an associated index for each material, you could use a special index to indicate that it should use a default value instead of sampling an actual texture. Then in the shader you could just branch on checking for tha…

5,558 views

@Juliean Huge Sincere Thanks, Juliean. I have been stuck on this for over 24 hours. I clearly misunderstand how the blend function works and need to research. I am struggling to see why your correction works… my understanding was that glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR) would add the previous a…

13,375 views

@hplus0603 @_WeirdCat_

Thank you guys! It works!

The transformation of the normal in pixel shader was my mistake. It was just for the testing. I forgot the comment.

And I don't understand why the camera and light is already in world space.

Because their positions are set with the same way like cubes, t…

5,299 views

@ddlox thank you for taking the time out to answer, your answer is perfect. have a great day

8,212 views

for code & demo, u need to check these out:

https://www.3dgep.com/volume-tiled-forward-shading/

https://www.3dgep.com/forward-plus/

it is not as general as the previous link i shared but this one still cuts the mushroom  ?

it should definitely get you coding;

u got all u need now;

all the best…

4,034 views

ok well, since you're not sharing code, u'll have to integrate PPLL into your undisclosed tech yourself -mum's not happy-, look here from page 29:

https://www.slideshare.net/KiHyunwoo/rendering-aaaquality-characters-of-project-a1 

then look here and mod the k-buffer to satisfy the ppll needs:

htt…

4,337 views

Hi guys! I'm creating a cave scene where I want my 2D point lights to provide most of the illumination, but I can't seem to get my scene to darken. I'm using the URP template in 2019.4.1 and even when I change the ambient color in the lighting settings to black, it doesn't change the lighting in my…

3,087 views

I'm not entirely sure how unity calculates which lights so show, but I think you can mark lights as important or not important on their components, You should check that out, as having more many dynamic-pixel lights can degrade performance quite heavily in unity.

5,741 views

I'm thinking about how I would go about creating a 2D scene that allows for multiple point lights that each cast shadows over a scene that contains objects, exclusively broken down into line segments.

I've found quite a few tutorials online for 2D light and shadows, although there doesn't seem to be…

2,632 views
Point light illuminating half of scene

The normals were indeed wrong. Which was crazy, because I had even checked in Blender that they were correct (and they were). Turns out, when loading the mesh, I was passing the normal as color and vice versa. Valletin's normal visualization shader was great (https://vallentin.dev/2015/02/16/visual…

4,566 views

I've gotten it now, thank you Joe, and everyone else. HLSL is awesome. Problem is now they completely decimated my matrices for all my map objects that are meshes(they're in different locations or completely disappeared, I had to add a shader for them as well because meshes with textures apparently…

12,391 views

Need guys help to fix problem w/ directional shadow mapping, project is written in OpenTK framework: https://github.com/yp3y5akh0v/opentk-projects/tree/master/VariousProjects/MazeGen3D

In the current scene I have 2 spheres (light and one more sphere to test shadow) and 3d maze (plane w/ obstacles). …

2,743 views

I'm sorry if is not clear. Here are some light techniques and unity learn official source.

Unity light techniques:
- Realtime lighting
- Baked GI lighting (Global Illumination)
- Precomputed realtime GI lighting

Source:
https://learn.unity.com/tutorial/introduction-to-lighting-and-rendering#

4,226 views
Thin Film Interference for Computer Graphics
Note

The theoretical parts of this article require some knowledge of optics and electromagnetism, however the conclusion and final result (a practical implementation of single-layer thin film interference in the context of a BRDF) do not. You may therefore wish to skip the theoretical sections.

Intro…
70,973 views
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