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1 Sided Geometry + Light

 
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Tue Mar 21, 2006 10:38 pm    Post subject: 1 Sided Geometry + Light Reply with quote

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. Laughing

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
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Mar 22, 2006 11:03 am    Post subject: Reply with quote

Ah, very good to hear you are still working on that tutorial, the introductionary part started out real promising! Very Happy

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... Wink ).
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Mar 22, 2006 12:23 pm    Post subject: Reply with quote

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... Embarassed 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

PostPosted: Wed Mar 22, 2006 12:29 pm    Post subject: Reply with quote

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
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Mar 22, 2006 1:08 pm    Post subject: Reply with quote

Merge faces is the next lowpoly routine I'm going to write (already got some code written). Very Happy
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Wed Mar 22, 2006 8:47 pm    Post subject: Reply with quote

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.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Mar 23, 2006 1:38 am    Post subject: Reply with quote

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
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Joined: 21 Sep 2005
Posts: 17

PostPosted: Mon Apr 03, 2006 3:05 am    Post subject: Reply with quote

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
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Mon Apr 03, 2006 6:11 pm    Post subject: Reply with quote

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! Very Happy
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Mon Apr 03, 2006 7:12 pm    Post subject: Reply with quote

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! Very Happy
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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