The simulation of light and illumination in games, including its interaction with the environment. A core element of games that can bring out vivacity into otherwise static worlds.

learn more… | top users | synonyms (1)

1
vote
2answers
70 views

Shading a 2D visibility mesh to act like a light?

I have a visibility mesh made by raycasting: https://my.mixtape.moe/omjlgr.webm Right now, I'm using a shader to color the mesh white and fall off with distance and radius (the texCoord in this case ...
0
votes
0answers
20 views

Low intensity of projector in dark enviornments

I am using light Projector as Headlight for player bike....The thing happening is the intensity of projector reduces in dark environment whereas in normal sunny day projector brightness is proper ,. ...
0
votes
0answers
17 views

Current tech in dynamic global illumination? [on hold]

So far I've seen and read about the following: Light propagation volumes Voxel cone tracing SVOGI/SVOTI Hybrid (Light probes with light maps) So far it turns out as following: Light propagation is ...
2
votes
1answer
262 views

How do I render a volumetrically lit spotlight?

To be clear, I really do mean volumetric lighting; not only calculating which area is lit, but also realistically lighting the volume of "air" that the light hits on the way. Like this: I've tried ...
1
vote
1answer
486 views

VertexColor shader is not working correctly in built application

I want to change the vertex colors of my mesh. The light sources must not affect the objects with this shader, its lighting must be determined only by its vertices colors, so I turned the Lighting ...
1
vote
1answer
105 views

Java Slick2d lighting using Raycasting

I am trying to make a top down view game in java using the Slick2d library, for lighting I wanted to do something like this : http://www.redblobgames.com/articles/visibility/. I was wondering if there ...
1
vote
1answer
51 views

Make a light only affect one object

I'm wondering if it's possible to make a light source only affect one object? I know that it's possible to use layers and culling mask, but then I would need one layer for every single object which is ...
1
vote
1answer
625 views

Lighting shadow casting sprites with box2Dlights

I currently have something like this using box2Dlights Ideally, I would like objects casting shadows to be lit, so the object is lit but there is still a shadow cast around it. Right now the object ...
0
votes
1answer
331 views

GL_SPOT_CUTOFF not working properly

I'm new to OpenGL. I'm studying OpenGL 2.1 and I'm trying to make a little program to test the GL_SPOT_CUTOFF property, but when I set a value between 0.0-90.0, the light doesn't work and everything ...
3
votes
1answer
244 views

In a large space simulation, why is my sun light not reaching the planets?

I want to create a space simulation, but I'm facing some difficulties when I try to create a realistic sun. Currently, I've a simple Point Light inside a sphere. But for some reasons, no matter the ...
0
votes
1answer
174 views

How to calculate spherical harmonic coefficients for indirect diffuse?

After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
2
votes
2answers
580 views

Unity 2D Alpha cutout layer for Sprites

I'm trying to make a simple Fog of War effect for my 2d game, similar to these: . I want to have a sprite layer of black and then have a sprite to cut out itself from the black layer, leaving a ...
1
vote
2answers
215 views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 ...
2
votes
1answer
204 views

2D lighting causes black rings to appear

A year ago I implemented 2d lighting in XNA using sprites. The sprites I used were created by placing a soft white photoshop brush on a transparant background. The result was this: (lights only) ...
3
votes
1answer
134 views

How do 2D volumetric lights work?

Context So in my current project (written in Java using LWJGL / OpenGL, so GLSL for shaders) I added lighting quite a few months ago, which was already an interesting challenge, having never done ...
0
votes
0answers
16 views

Unity Lens Flare disappears at edge of screen?

I'm using a Lens Flare component to represent the sun in a 2D game. When the sun rotates onto or off of the screen, I noticed that the flare effect disappears. Basically, once the center of the sprite ...
3
votes
0answers
44 views

Spherical Area Lights do not match reference

So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference): What I ...
3
votes
1answer
214 views

deferred tiled lighting

EDIT I have discovered that it does not seem to be the lighting calculation but the culling code because when i draw the lights without the culling it works perfectly. I have been attempting to ...
0
votes
0answers
43 views

Why does my Point light turn off if Player walks in any direction in Unity 2D?

My 2D Sprite has a material, Sprite diffuse attached to it. Now when I set up a light, it works but if I play the Game and walk, the light turns off immediately and the Player turns black. The ...
1
vote
1answer
221 views

Unity 5 - Textures look strange in Deferred Rendering

I've created an exterior terrain scene in Unity 5 which features lots of trees and grass but some textures look awful and I'm wondering why. Please see the attached image: This texture problem is ...
2
votes
2answers
114 views

Box2DLights in libGDX - Bad quality of the light gradient on Android

I am facing a problem while porting one of my libGDX project from desktop to Android : My game uses Box2DLights. While the light effect look very fancy on the desktop version of the game, it looks ...
4
votes
0answers
37 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
1
vote
2answers
45 views

OpenGL strange color issue

I recently made terrain generation for my game, and I created a lighting system (simply diffuse lignting), but there's a strange problem around the edges. I know, OpenGL interpolates the different ...
1
vote
0answers
28 views

Unity: Build looks different then gameview: runtime reflection probes not working correctly

Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
3
votes
1answer
53 views

What causes regions of improperly-lit terrain when my pixel light count is below 4?

My Unity3d game has a strange bug where if you have the pixel light count set below 4, these strange boxes appear on the terrain. Because this game is going to be for mobile, if I set the pixel light ...
1
vote
1answer
38 views

Doubts with results of per-vertex lighting shader

I'm researching simple shaders to add to my DirectX 11 project such as a per-vertex diffuse shader plus specular reflection component. I'll begin with the results: Seems specular reflection is ...
8
votes
2answers
162 views

Why is the distance from object to eye irrelevant in illumination models?

For example in Phong model and Blinn model, the light intensity does not change depending on how far away the camera is. Why is that?
1
vote
1answer
60 views

How can I achieve a flickering torch/candle effect in 2D?

I'm currently working on a 2D lighting system that has point lights effectively rendered as a quad in a top-down 2D view, something like this for each light: I'd like to achieve a somewhat ...
1
vote
2answers
273 views

How can I build Minecraft-style light propagation without recursive functions?

This question is more about expanding on an answer posted for an old but similar question. Part of the answer says this: You simply fill the sunlight from the top to the bottom, every layer is ...
0
votes
0answers
49 views

Light only passes through static mesh when selected - Unreal Engine 4

I just started working with UE4 and this issue has been bothering me for a couple of nights now. There are two questions regarding this problem on Unreal AnswerHub, but none of them offers a solution. ...
2
votes
1answer
902 views

LibGDX - Box2D: Realistic Light and Layers

I'm having some problems with my current game. Short description: It's a 2D game where you have to avoid the lights or you lose HP. My problem is the following one: Here is the rendering process: ...
1
vote
1answer
85 views

How to create realism similar to scenes rendered in Vray?

I am tasked to make a game which requires very realistic interior scenes. Unity's bedroom demo(http://blogs.unity3d.com/2015/11/10/bedroom-demo-archviz-with-ssrr/) really caught my eye. See I know how ...
1
vote
2answers
74 views

Achieve a red lighning effect in unity for a 2d game

Effect that im refering to: http://youtu.be/jaBY83WvS3M#t=05m36s How could I achieve this kind of red lightning/flashing/shadowy effect in Unity3D for a 2D game? I'm trying to think of a way but I'm ...
1
vote
3answers
2k views

Why Does unity_LightPosition[0] Seem to Depend on Camera Position?

I'm trying to write a fairly basic shader but I keep running into lighting issues with Unity. My first problem was trying to figure out which variable stored the light's position in world space. ...
1
vote
1answer
99 views

Why do my point lights have red X's on them in the Unreal editor?

I've noticed through the first two tutorials I've done that Point Lights begin entering the viewport with red x's on them. When I build those don't turn on. It seems to be implying some limit to the ...
0
votes
0answers
66 views

2d Lighting over Sprites in C#

I am currently working under a project , a small application where i have to implement 2d lighting . For example , in the GDI+ canvas , a image will be drawn and i will have to put a lighting effect ...
-2
votes
2answers
99 views

How do I properly combine the colors of different lights?

Let's say I have 4 light colors: (0.6,0.0,0.0), (0.0,0.6,0.0), (0.1,0.1,0.1), (0.1,0.1,0.1) And now I want to combine them properly. I can't add them together, because if I add for example 3rd ...
0
votes
0answers
89 views

Weird squares everywhere

So in unity I have some weird squares on surfaces of certain objects, which are buildings represented by planes: I don't know what causes it, I tried changing some settings in lighting and ...
3
votes
1answer
284 views

Why are there no dynamic shadows in UE4?

So my problem is that other than for static objects which have baked shadows from building lighting, there are no shadows for movable objects, like those cubes. Neither from the Light source actor, ...
15
votes
3answers
1k views

How can I model a star?

I'm trying to model a star in Unity, and it, sort of works, but it's not ideal. Currently, I'm using a large sphere with a self-illuminating material containing a star texture applied to it's surface, ...
0
votes
0answers
57 views

How to darken certain parts of my scene, Unity3D

I'm trying to darken certain parts of my Unity3D scene (an enclosed room to be specific). I've tried researching this, but couldn't find anything. I've read that using Lightmapping and Light Probes ...
3
votes
1answer
58 views

2D deferred lighting calculations not working

I have the following code for my HLSL pixel shader. Modified from another post here on GameDev (Link), but I have a few problems with it: // calculate UV and get texture and normal. float2 UV = ...
0
votes
1answer
30 views

SVD vs Normal decomposition for BRDF compression

In the slides over here by NVidia, they describe methods for BRDF compression. They first create a BRDF matrix where each column(or row) corresponds to a single light direction (or outgoing view ...
18
votes
9answers
3k views

Does the linear attenuation component in lighting models have a physical counterpart?

In OpenGL (and other systems) the distance attenuation factor for point lights is something like 1/(c+kd+sd^2), where d is the distance from the light and c, k and s are constants. I understand the ...
6
votes
1answer
182 views

How do I properly light characters in a Unity scene?

I made a game prototype and want to improve some of rendering the visuals through light baking (which I'm new to). While I was mostly able to do this in my environiments, I'm having issues doing this ...
4
votes
1answer
42 views

Ray tracing - BRDF using Cornell measured spectral data

I wrote a ray tracer that implements various BRDF models (Oren Nayar, Lamber, Torrance Sparrow and so on). Now I'm trying to implement a BRDF from measured data. I choose the Cornell database data ...
6
votes
2answers
886 views

Where to cast light/shadows in a 2.5D view?

I'm working on a tile-based 2D pseudo top-down/side-on game very much in the graphical style of Prison Archiect. More specifically, I'm referencing their style of drawing wall tiles where you can see ...
2
votes
0answers
65 views

Would this 2D Lighting and Shadows implementation work? [closed]

I'm writing a top-down 2D tile-based game and I'm trying to decide on how to implement lighting and shadows. The game will have a large number of light sources, some static and some moving around the ...
0
votes
2answers
147 views

2D TileMap smooth lighting

I want to implement (a smooth) lighting into my 2D Maps. I want to have the basic idea. What I thought of is 2 components. The Scene's Ambient light: The Tiles and Sprites are tinted into this colour ...
2
votes
0answers
39 views

Problem with baked lights

I'm working on a 3D gallery experience and I'm having some difficulties regarding directional and point baked lights. When I build it for web with webgl, only global lights are rendered, but when my ...