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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Tue Mar 21, 2006 10:38 pm Post subject: 1 Sided Geometry + Light |
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How does the lightmapper respond to 1 sided primitives again? I remember in the beta that they would block light... I need to know all that stuff in the tutorial.
Also, I only just recovered the .html file from my gmail outbox, I think I needed another file that had some CSS file or something like that? _________________
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Mar 22, 2006 11:03 am Post subject: |
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Ah, very good to hear you are still working on that tutorial, the introductionary part started out real promising!
Yes, one sided geometry does block light (both ways).
Our "tutorial template" (html file, css file, and the \images\[tutorialname] folder structure we prefer for images) can be found here. If you need to add styles to the css, please do. However, feel free to ignore the css and hack away in html if that's more to your liking. We do reserve to right to modify the layout to fit the rest of the site/tutorials at any time though (which consequently grants you the right to rightfully accuse us of mutilating your beautiful tutorial, and so forth... ). |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Mar 22, 2006 12:23 pm Post subject: |
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I told you I was going to start fresh with 1.4. Some of the stuff I was going to write is already obsolete. I can work with lightmapping as I go. No more paragraphs about saving a backup copy and then one to lightmap too.
I was going to have a section about using 1 sided primtivies with light shinning through them for some effects. I'll scrap that for now... It's probably for the best that you did it this way for now anyways.
I wasn't going to mess with your css, everything was made to look good with your preset style. _________________
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Wed Mar 22, 2006 12:29 pm Post subject: |
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On the topic of tutorials, I'd be willing to make a tutorial about CSG, or low polygon functions, but only when merge faces becomes available (I'd like to write a bit about optimising the objects). |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Mar 22, 2006 1:08 pm Post subject: |
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Merge faces is the next lowpoly routine I'm going to write (already got some code written). |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Wed Mar 22, 2006 8:47 pm Post subject: |
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VD, you can shine a light thru a 1 sided primtive if you have a transperant texture. I did it in homeworld, and (I think it was) PJ did it in his demo pic. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
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Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Mar 23, 2006 1:38 am Post subject: |
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trucker2000 wrote: |
VD, you can shine a light thru a 1 sided primtive if you have a transperant texture. I did it in homeworld, and (I think it was) PJ did it in his demo pic. |
I know, it works in lite too. But it's not the same thing. _________________
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Akahige Member
Joined: 21 Sep 2005 Posts: 17
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Posted: Mon Apr 03, 2006 3:05 am Post subject: |
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Will this light-blocking phenomenon be changed in the future? Is the same restriction used in other lightmapping programs? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Apr 03, 2006 6:11 pm Post subject: |
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It is not likely to change in the future, because it is the natural approach in a modeler that allows the creation of non-closed models as easily as DeleD does. Making shadowcasting 'culling' forces the user into a much more technical lighting process.
As an example, imagine a simple one-sided "wall" on a floor plane. No matter what side of the wall you put the light source, there will always be a camera position where you'd visually expect to see a shadow from that wall.
However, if this approach is limiting to your modeling process (you mention the word "restriction"), by all means do say so, as we can simply turn this into an option of the lightmapper! |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Mon Apr 03, 2006 7:12 pm Post subject: |
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Paul-Jan wrote: |
However, if this approach is limiting to your modeling process (you mention the word "restriction"), by all means do say so, as we can simply turn this into an option of the lightmapper! |
There are advantages sometimes to being able to shine lights through the backface of a primitive, but I think to let it happen all the time as default is technically incorrect.
Instead of optional across the board, it should just be a surface property on a material. _________________
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