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Raptor6 said:Engines ala Doom3 and stalker will be better... only set the light parameters, klick the savebutton and start the game.
But it is a broken link.. there's nothing there......Adam said:LoL! Fenric your avatar scared me! I really thought it was a broken link!
Fenric said:But it is a broken link.. there's nothing there......
meh I wrote a huge reply to this.. Then realised I could sum it up thus...Crusader said:If anything you'll need to think harder about lighting scenes in Doom 3, because a) You require a sound knowledge of cinematic lighting as it is realtime, and b) if done incorrectly it will look like a dog's dinner of hard shadows...
Fenric said:meh I wrote a huge reply to this.. Then realised I could sum it up thus...
To remove hard edge shadows, you'll need to place around 40 lights just slightly apart from each other, at varying brightnesses to make the shadow a little smoother.
Considering Doom III will likely balk at just 40 of those lights, imagine trying to light a whole area that way. Talking 500/600 lights...
But you still have the unrealistic lighting.. And since you have no bounced light. You need to add bounce light manually, and then negative lights to offset the effect and control where the light isn't supposed to be (since they'd give a smoother effect, and you never use shadow casting lights as bounce and negative lights).. Course doing that means they would have to change if the other lights change, or the illusion would be lost.. So you'd have to somehow script your bounce and negative lights to match movement of other lights. Thats a LOT of lights that would have to move.
Your now nearing 1,000 or more lights in a single map... Just to mimic a realistic lighting effect which HL1 and HL2 could do with just one light.. hell use texture lighting and you could do it with NO actual lights in your scene.
and even with a thousand lights in your doom scene, it still wont be perfect, the sharp edges will still be visible and will become more noticable the further away the shadow casting object is to the lights.
So yeah. Nuff said
Yes you could. Or use shadow maps. Or use the slower but more accurate area shadows (which is a form of the above description only works better because its designed to do that)Neutrino said:But couldn't you just use interpolation based on distance between two shadows, one sharp and one blurred to mimic dynamic soft shadowing rather than using multiple light sources? Isn't Unreal 3 using a technique like this?