peter_spy 1603 Posted September 27, 2018 Author Report Share Posted September 27, 2018 The effect works as in other games, the room would look darker only because you'd be casting a shadow standing in a light shaft. Since the player shadow is off, this doesn't look that way, and it's not a problem. Quote Misc. assets for TDM Link to post Share on other sites
RPGista 603 Posted September 27, 2018 Report Share Posted September 27, 2018 (edited) No, bikerdude is right, standing inside the light cone shouldnt make the entirety of the room appear brighter. You can see it clearly in one of the previous screenshots ( http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/page-3?do=findComment&comment=428009 ). PS: This is becoming more and more impressive by the minute, duzenko. Great work. Edited September 27, 2018 by RPGista Quote Link to post Share on other sites
peter_spy 1603 Posted September 27, 2018 Author Report Share Posted September 27, 2018 That's because so far just a shape defined by projection and spotlight cone, nothing else. It doesn't even use light color, and you're already jumping to real-life comparisons, dust particles and that kind of stuff. It's ridiculous. Quote Misc. assets for TDM Link to post Share on other sites
RPGista 603 Posted September 27, 2018 Report Share Posted September 27, 2018 Nobody is "jumping" to anything, bikerdude just pointed out a visual glitch the same way you were pointing out others. Im sure duzenko is well aware of all the issues himself, but people are gonna try to help out and participate any way they can. Quote Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 This not helping. How you seen how this effect works in other games? If you want this and decent performance, you won't get much more than that. So far, the light volume needs to use the light color value and the falloff image (as either I'm doing something wrong, or the volume itself doesn't use it, only light does. Will check that later.) It already uses some depth-based alpha, similar to our fog particles, and maybe that will need tweaking to look beter, but that's it. And that's something to be taken care of later, when the basics is done. How hard is that to structure that in your brain, in order of necessity? Otherwise, if you want a detailed volumetric lighting effect, go render yourself a static image in Vray or other offline renderer, because you wont get that and maintain 60 fps in all your scenes. Quote Misc. assets for TDM Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 Yup, both light materials are projected until the end of the cone with the same intensity: Quote Misc. assets for TDM Link to post Share on other sites
Bikerdude 3741 Posted September 28, 2018 Report Share Posted September 28, 2018 personally Id be happy with the first effect as it like its cheaper on the pref hit. The only request id make is have the ability to dictate where the effect starts - as in so its not starting from a point, but where its further away and wider, which the mapper could then place at the surface of a window etc. Quote Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 (edited) Duzenko, I added dev commentary so we don't get lost in what we have so far. I also added alphatest plane window to check whether lightshafts are working with shadow maps (but that's probably something for later). https://we.tl/t-soCcfjBmz0 Edited September 28, 2018 by Judith Quote Misc. assets for TDM Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 Duzenko, please ignore the version above, it turned out the projection was upside down This version is correct: https://we.tl/t-5qEFH0IInM The only request id make is have the ability to dictate where the effect starts You can already do that with "Use start/end" option in the light inspector window. Quote Misc. assets for TDM Link to post Share on other sites
duzenko 660 Posted September 28, 2018 Report Share Posted September 28, 2018 You should control the start/end with the falloff texture (I know it does not work just yet) 2 Quote Link to post Share on other sites
Bikerdude 3741 Posted September 28, 2018 Report Share Posted September 28, 2018 This will be a killer efx/SFX to have once you guys get it working. 2 Quote Link to post Share on other sites
duzenko 660 Posted September 28, 2018 Report Share Posted September 28, 2018 This will be a killer efx/SFX to have once you guys get it working.Would you maybe revisit a couple of your released maps to make use of it? The new test build:using the light colorusing the falloff textureadded an optional volumetric intensity param lights/glowtest/light_shaft { volumetric 0.1 { forceHighQuality map lights/falloff_exp2 colored zeroClamp } } fixed what I suspect to break shadow maps on nVidia https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing I'll be looking at the transparent shadow caster now. 2 Quote Link to post Share on other sites
duzenko 660 Posted September 28, 2018 Report Share Posted September 28, 2018 New build: shadow maps shader fixed to allow transparencyhttps://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing 2 Quote Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 I confirm the light color and intensity, it looks great. I still don't have transparency shadow maps, but that's something for another topic. Volumetric intensity also works as intended, it's a good idea to have this kind of tweak. One other thing to improve would be to get rid of that banding in the light shaft itself: But I guess this goes back to how poorly the engine handles gradient textures in general, and AFAIR, you're working on it too. Quote Misc. assets for TDM Link to post Share on other sites
Bikerdude 3741 Posted September 28, 2018 Report Share Posted September 28, 2018 Would you maybe revisit a couple of your released maps to make use of it?I could do, The Gatehouse would be the first logical candidate and think of. Quote Link to post Share on other sites
duzenko 660 Posted September 28, 2018 Report Share Posted September 28, 2018 One other thing to improve would be to get rid of that banding in the light shaft itself: But I guess this goes back to how poorly the engine handles gradient textures in general, and AFAIR, you're working on it too.For custom projection textures, can't do.Only can work around the few standard textures I can break down to an algebra function with more or less precision (biground, exp, quadratic, etc) Quote Link to post Share on other sites
Bikerdude 3741 Posted September 28, 2018 Report Share Posted September 28, 2018 What the weird herringbone effect in the volume, it doesn't look natural imho.. Quote Link to post Share on other sites
duzenko 660 Posted September 28, 2018 Report Share Posted September 28, 2018 What the weird herringbone effect in the volume, it doesn't look natural imho..Eitherhttp://bugs.thedarkmod.com/view.php?id=4888or the very correct projection shadow emulation - see the texture corner-to-corner rod. It would be casting that kind of shadow, depending on the view angle Quote Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 (edited) That herringbone pattern kind of depends on how blurred the image is and what is its resolution. Higher res textures with sharp shapes will have this pattern more prominent. I blurred the image so it looks like this now: --> And the result looks like this: The banding is only visible only when you stick your nose into it. Edited September 28, 2018 by Judith 1 Quote Misc. assets for TDM Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 I turned the projection texture light into a shadow caster (window frame is noshadows) and let AI in. It already looks pretty cool, even though the light shaft isn't occluded by geometry yet: 4 Quote Misc. assets for TDM Link to post Share on other sites
duzenko 660 Posted September 28, 2018 Report Share Posted September 28, 2018 What should be the next step? Quote Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 IMO next thing is to make geometry occlude the light shaft. Maybe there should be a spawnarg similar to noshadows for this, so mappers can control it and disable it to improve performance. 2 Quote Misc. assets for TDM Link to post Share on other sites
HMart 337 Posted September 28, 2018 Report Share Posted September 28, 2018 (edited) What should be the next step? Make a AI occlude the beam? Make a way to give different densities to the beam, for example the beam is stronger next to the window and fainter has it goes farther away? Make a material keyword to give it some animation or augment the shader so you have "moving particles" inside the beam to simulate moving dust? I assume it can be binded to a moving light, i don't see why not, but if don't that could be also a next step. Ability to have volumetrics of different shapes, we don't need to copy reality, this effect could be used to make some fantasy effects. I can't think of anything else right now. Btw imo this effect alone will help TDM reputation increase ten fold, when those saying TDM engine is old and lacks modern effects, see this, they will think UE4 my a** TDM engine is cool!!! ;P Edited September 28, 2018 by HMart Quote Link to post Share on other sites
peter_spy 1603 Posted September 28, 2018 Author Report Share Posted September 28, 2018 Make a way to give different densities to the beam, for example the beam is stronger next to the window and fainter has it goes farther away? You can already do that with falloff image and Use start/end option in light inspector. Make a material keyword to give it some animation or augment the shader so you have "moving particles" inside the beam to simulate moving dust? This can already be done separately via particle emitters. I assume it can be binded to a moving light, i don't see why not, but if don't that could be also a next step. It probably can already, but moving lights hurt performance like hell and should be avoided whenever possible. Ability to have volumetrics of different shapes, we don't need to copy reality, this effect could be used to make some fantasy effects. This should be possible when the light shaft will be colliding with geometry, so you can put it in omni light and make it shine through holes in an object. All in all, this is performance heavy effect and should be used sparingly, for strong light sources like floodlights, or to simulate sunlight / moonlight, but definitely not for every light or every window. 1 Quote Misc. assets for TDM Link to post Share on other sites
Bikerdude 3741 Posted September 28, 2018 Report Share Posted September 28, 2018 This is very cool. 2 Quote Link to post Share on other sites
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