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Feature request: emissive materials/volumetric lights


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Ok, I made the change, only the spot light uses the light_shaft material now, other lights use stock falloff_exp2. https://we.tl/t-lGvhXwFaYI

 

As for the performance, the window is 338 tris, shadow tris in that scene take up around 500. It's easier to use a physical model right now, as you don't have to line up things. Fake projection it will be a PITA anyway, since you'll have to make a window noshadows, carve some space behind to line up the light with projection etc. IMO the order of testing should be: 1) a physical model, 2) a plane with alphatest transparency, 3) a light with projection texture.

Makes sense. Not an issue for small rooms.

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Still, people will love how this works in motion, AI walking through light rays looks bloody awesome  

That should do.   Here's what I got in a first attempt. https://github.com/duzenko/darkmod-experiments/commit/31ca5ccb9add6bc5b8c8d47b0b69f325693dbeb7   It's lacking the depth test and distance to lig

Distance to light  

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In this version you have 2 windows:

1) the one from previous version, it cast shadows

2) a clone that has noshadows 1 spawnarg and a spotlight with projection texture behind it

 

https://we.tl/t-2UfOjvvuO2

 

Btw. what does the exe file in that link do?

Edited by Judith
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Any way to make this new features automatically match the light color?

So simple I left it for the end.

 

In this version you have 2 windows:

1) the one from previous version, it cast shadows

2) a clone that has noshadows 1 spawnarg and a spotlight with projection texture behind it

 

https://we.tl/t-2UfOjvvuO2

 

Btw. what does the exe file in that link do?

That's the test volumetric build

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In this version you have 2 windows:

1) the one from previous version, it cast shadows

2) a clone that has noshadows 1 spawnarg and a spotlight with projection texture behind it

 

https://we.tl/t-2UfOjvvuO2

 

Btw. what does the exe file in that link do?

You have four lights in that room.

I think you should only set the volumetric flag for the floor lights. The window lights are better off without it.

Here's the test build

https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing

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Without the custom projection it's just a re-implementation of the fog light

 

https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing

 

Hum that just means the current implementation does not support occlusion, what would happen if you put a object in front of the beam?

 

something like this

 

bc031b63-ebe7-446d-8594-3534.png

Edited by HMart
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Hum that just means the current implementation does not support occlusion, what would happen if you put a object in front of the beam?

 

something like this

 

 

I'm going to add a shadow test to the shader at some point, but it can only work with shadow maps.

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You have four lights in that room.

I think you should only set the volumetric flag for the floor lights. The window lights are better off without it.

Here's the test build

https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing

 

Yup, the two lights nearby the windows are there just to illuminate the frame. They use stock falloff_exp2 texture and they're no shadows, so they're not messing with anything. Only the spotlights have custom light materials with volumetric keyword. Downloading the test build.

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Yup, the two lights nearby the windows are there just to illuminate the frame. They use stock falloff_exp2 texture and they're no shadows, so they're not messing with anything. Only the spotlights have custom light materials with volumetric keyword. Downloading the test build.

Then it's a problem on my side. I will double check that.

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Alright, we're going somewhere, but right now the faces of the volume are kind of flipped, and there's no "inside".

I'm pretty sure you have the wrong shaders. You need to put the fs/vs files in \glprogs.

 

I double checked the lights and now only the floor lights are affected - so that's sorted.

It's back again.

post-3508-0-60437700-1538074528_thumb.jpg

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Question -

 

Whats the relative hits of perf. for the different version's of this new feature..?

I expect it to be costly enough, depending on the desired quality. The current version does 120 texture samples per pixel which is a lot. We have to do that many samples because we're taking integral of a function in a range, and few sample mean visible banding.

 

and will they be mapper selectable..?

As selectable as the test map in this thread.

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The dust in the light cone is still visible when you're inside the cone too.

Your gonna get some light bounce for sure, but in RL the dust wouldnt allow you to see the rest of the room as if you had raised the gamma.

 

While trying a photgraphic example (still looking) I found this -

 

1.jpg

Edited by Bikerdude
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