Lighting Concept

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    Leonel
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    Lighting Concept

    Post by Leonel on Sat Dec 10, 2011 5:55 pm

    Thinking about how to improve the lighting of the ruins without having a big performance drop I thought we could add one projected light with real time shadows to create some contrast.


    To make the light cast something I borrowed the method used in portal where they put a high ceiling with vines hanging and some other wrecked stuff.

    This is how the room ends up looking like.

    I think I could tweak the leaves a bit to leave more room for the light to go trough.

    What do you think?
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    PixelSprite
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    Re: Lighting Concept

    Post by PixelSprite on Sat Dec 10, 2011 6:30 pm

    If you'll forgive my curtness, what I think is that most of us don't have the $1500 necessary for Unity Pro's real-time shadows and deferred lighting. Lightmaps and blob shadows are likely what we're gonna be relying on.

    It looks fine to me, but so far I am hopeless with lighting so my opinion shouldn't count toward anything.


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    Leonel
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    Re: Lighting Concept

    Post by Leonel on Sat Dec 10, 2011 6:42 pm

    PixelSprite wrote:If you'll forgive my curtness, what I think is that most of us don't have the $1500 necessary for Unity Pro's real-time shadows and deferred lighting. Lightmaps and blob shadows are likely what we're gonna be relying on.

    It looks fine to me, but so far I am hopeless with lighting so my opinion shouldn't count toward anything.
    Well that sucks.
    We could work hard on lightmaps


    Last edited by Leonel on Sun Dec 11, 2011 1:12 am; edited 1 time in total
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    Leonel
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    Re: Lighting Concept

    Post by Leonel on Sun Dec 11, 2011 1:08 am

    I experimented with both free and pro versions and it seems Free can handle thin static shadows trough lightmaps which achieve more or less the same effect that I showed, without the leaves moving or the character casting shadows of course, but still the lighting can have this 'high-contrast' stuff.

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