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Author Topic: individualy lighting for every 3d actor  (Read 27919 times)

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Stucki

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individualy lighting for every 3d actor
« on: August 02, 2007, 07:26:57 PM »

it would be very useful for me if it would be possible to declare in the actor definition which light affects the actor and which not.
also it would be a great thing if i can turn the shadows off for some actors and on for others

for example
i have the main char running around in the scene. He should cast shadows and be lit by all lights except an aquarium light.

and i have some fish characters which should only be lit by the aquarium light and they do not need to cast shadows .

when the actor enters the scene for the first time ... all lights except the aquarium light are unlit
after a few seconds light after light fades in and the char is illuminated by them. but the fishes in the tank should only be lit by the aquarium light so that they stay the same.

Could this be added ?

by the way. many thanks for integrating the HSL commands. they work fantastic !!!

best regards
stucki
 
 
« Last Edit: August 02, 2007, 08:56:05 PM by Stucki »
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Amo

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Re: individualy lighting for every 3d actor
« Reply #1 on: August 03, 2007, 02:50:37 PM »

You can activate/deactivate the shadows for each character within its act3d file.
In your special case you could fake the effect with creating no aquarium light and repaint the textures of
the fish.

Stucki

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Re: individualy lighting for every 3d actor
« Reply #2 on: August 03, 2007, 03:08:52 PM »

so it is not possible to define which light affects which 3d actor ?!?
because painting the fish texture is only half the solution for my problem.

when the scene starts every light is off - the room is dark, except the aquarium tanks. But i want the fishes to be seen at the start, because they are in the illuminated aquarium.
than the lights one after another fade in. so the fishes and the main char are getting brighter and brighter. here the fishes should stay unlit by these lights ...

any idea ?

greets stucki

Amo

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Re: individualy lighting for every 3d actor
« Reply #3 on: August 03, 2007, 09:00:47 PM »

You can try to play around with spotlights, only actors which are inside the spot get affected, when adjusting the spot that way that it only covers the scene surrounding the aquarium but not the aquarium itself, the fishes won't be affected by the light.

Stucki

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Re: individualy lighting for every 3d actor
« Reply #4 on: August 04, 2007, 07:31:32 PM »

thats an interesting idea !!
so the export of spot lights keeps the lighting range .

i am using omni lights till now ...

Mnemonic

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Re: individualy lighting for every 3d actor
« Reply #5 on: August 06, 2007, 08:25:45 PM »

So... did you make it work or is the feature request still valid?
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Stucki

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Re: individualy lighting for every 3d actor
« Reply #6 on: August 07, 2007, 07:43:26 AM »

no i didnt get it to work right now. i will have to experimnt with the spot lights.
But if it is not to much work and is possible i think this feature will be useful for various lightning situations. for example someone hiding in shadows to be not affected by lights.
for me it would be a lot easier using the omni lights that i allready have created in my 3dgeometry than converting them to spotlights and adjusting them for the deired effect.

stucki

Amo

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Re: individualy lighting for every 3d actor
« Reply #7 on: August 07, 2007, 10:30:17 AM »

Your last post seems to cover the solution. Do not convert the lights, this leads to strange results. Build them new. On thing last. Omnis have also an adjustable range but unfortunately the 3ds or WME doesn't react on this.

Stucki

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Re: individualy lighting for every 3d actor
« Reply #8 on: August 07, 2007, 10:48:16 AM »

yes i have noticed this, too. is the 3ds format not exporting these values ??
but thanks for the good ideas.!!
greets
stucki

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Re: individualy lighting for every 3d actor
« Reply #9 on: August 09, 2007, 06:55:12 PM »

I support original feature request. I think it would be great to flag certain objects to only be influenced by certain lights. Of course, can't this be scripted using pointers for the lights and the pointer ID is what is used to determine whether that light influences specific entities (which are themselves pointers)?

@Stucki: While the spotlight solution may resolve your issue, keep in mind that spotlights are much more system intensive; thus they can cream your framerate. My primary game engine, at the moment, is Acknex 7 (3D Gamestudio...although I'm trying to figure out how I could port my project to WME...I thought I had the solution a few weeks/months ago, but I was wrong), and we have had spotlights for many years. Our manual specifically states that spotslights are *bad* when it comes to framerate efficiency issues.

Anyway, Mnemonic can chime in if this is a major issue (use of multiple spotlights vs. framerate).

BTW, I think your work is fantastic. I've been talking about it on the 3DGS forum. The 3DGS community is first person shooter/shaders drunk, but there are a few adventure people or those who appreciate a good thing when they see it. There were a few nice posts about it if memory serves.
« Last Edit: August 11, 2007, 01:27:18 AM by Orange Brat »
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Stucki

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Re: individualy lighting for every 3d actor
« Reply #10 on: January 05, 2008, 05:34:36 PM »

Hi Jan.

how about the individual lighting of the 3d-chars ? Any news ?
greets
stucki

Mnemonic

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Re: individualy lighting for every 3d actor
« Reply #11 on: January 06, 2008, 11:06:59 AM »

Nope, no news yet.
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Stucki

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Re: individualy lighting for every 3d actor
« Reply #12 on: January 06, 2008, 11:45:11 AM »

do you think it is possible to implement ? my sky actors would benefit so much from it !!
thanks stucki

Stucki

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Re: individualy lighting for every 3d actor
« Reply #13 on: January 08, 2008, 12:05:38 PM »

? no answer ... ?
the (actual problem) is:
i have my characters and than i have my sky actor. but when the sky actor is affected by the same lights as my characters i cant control the colours of the sky.
example: i have a night scene with some creepy lights affecting the chars. but these lights also affect the sky actor and turns my dark grey clouds into freaky neon green clouds...
this looks funny but is not the impression i want ..

stucki
 

Mnemonic

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Re: individualy lighting for every 3d actor
« Reply #14 on: January 08, 2008, 01:47:45 PM »

Well this forum section is here to remind me of feature requests. This thread hasn't been moved to "won't implement" which means I will at least look into it, when the time's right. I can't tell you more at this moment.
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