Jump to content
The Dark Mod Forums

Feature request: emissive materials/volumetric lights


Recommended Posts

IMO it only needs performance optimization. With number of samples around 30, the performance is solid, but banding is too prominent. Something around 90 looks pretty good (for projection textures), but it's too performance-heavy. So either having 90 samples at the cost of 30 would be great, or maybe some interpolation between those 30 samples will look better.

Is that with quickBlur on the projected texture?

Link to post
Share on other sites
  • Replies 215
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

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  

Posted Images

Yup, the fast blur does nothing to improve banding along the light frustum, it only kind of dims the light. Only the number of samples increases quality of a light shaft.

Please try with shadows on and off (not the r_shadows but the light material flag)

Link to post
Share on other sites

Questions:

 

What kind of fallback happens if the mode or hardware doesn't support this shader?

 

Does this render the same way (using shadow maps) even when r_shadows = 1 ?

 

If not, does the light render as a standard light or a blend light (etc)?

 

Does it not render at all or not produce any fallback effect?

  • Like 2

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to post
Share on other sites

Questions:

 

What kind of fallback happens if the mode or hardware doesn't support this shader?

Hardware not supported - undefined

 

Does this render the same way (using shadow maps) even when r_shadows = 1 ?

If using stencil shadows, no render

 

 

If not, does the light render as a standard light or a blend light (etc)?

It has its own code path

 

 

Does it not render at all or not produce any fallback effect?

Currently nothing at all but we can just ignore the shadows for the stencil case

Link to post
Share on other sites
  • 1 month later...
  • 3 months later...

Btw. Duzenko, did you manage to solve performance problems with higher sample value?

Not really

I guess we can target this as an option for high-end systems

 

Duzenko, if you plan working on this further, now I have something more of an actual map scene / environment to test light shafts:

 

Sure

  • Like 1
Link to post
Share on other sites

Duzenko, if you plan working on this further, now I have something more of an actual map scene / environment to test light shafts:

in the above screenshot how did you place the bounce light so it didn't overlap into adjacent rooms, I assume its a noshadows light?

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...