Jump to content
The Dark Mod Forums

Examples on how to setup volumetric lights?


SeriousToni

Recommended Posts

When volumetric lights were officially supported, I was blasted away on how good the Screenshots looked. So I tried to implement some in the update of my FM.

But actually I always ended up with removing them because it looked rather strange with many small dark dots appearing in the areas of the light or when NPCs walk through them.

As I read that many FM authors already implemented them into their missions, I wonder what setup did you use? Which colours and density worked for you?

My plan was to use a volumetric light for the fireplaces in this mission. But no matter how ai played around with density and colour, I always endet up having those small black and grey tiny dots around. Also the rest of the room looks out of place if the torches on the wall DON'T use VL but the fireplace does.

I can't find another way but to listen to your experience with VL. Thank you!

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
Share on other sites

The dithering you are seeing can be reduced quite a bit by disabling the sharpening filter in the graphics menu. You can also increase the sample size via the console but this has a performance cost. There is no removing the dithering - though I imagine as the effect is worked on and polished it will get better.

I used volumetric lights extensively for fireplaces in my mission and I found it was as much a matter of selecting the right texture as changing the color and fog density to get an effect I liked, but this will always be subjective. I have had comments from players who still prefer to play with volumetric lights off.

I recommend trying some of the candle/fireplace textures with “fall off” in the title, but more just to experiment.

The connection feature makes changing light values in real-time, including the texture and volumetric fog density, very painless if you are not using that yet.

  • Thanks 1

-=  IRIS  =-    ♦    = SLL =

Link to comment
Share on other sites

3 minutes ago, Wellingtoncrab said:

The dithering you are seeing can be reduced quite a bit by disabling the sharpening filter in the graphics menu. You can also increase the sample size via the console but this has a performance cost. There is no removing the dithering - though I imagine as the effect is worked on and polished it will get better.

I used volumetric lights extensively for fireplaces in my mission and I found it was as much a matter of selecting the right texture as changing the color and fog density to get an effect I liked, but this will always be subjective. I have had comments from players who still prefer to play with volumetric lights off.

I recommend trying some of the candle/fireplace textures with “fall off” in the title, but more just to experiment.

The connection feature makes changing light values in real-time, including the texture and volumetric fog density, very painless if you are not using that yet.

Thank you very much for your insights. Can you point me to a campfire that you like so that I can have a look at your setup in one of the missions you mentioned? (room, mission name) Thst would be very helpful I think.

The connection feature is a bit weird. I tried it and the camera is synching however the light changes don't seem to be synching properly ingame for me.

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
Share on other sites

18 minutes ago, Wellingtoncrab said:

Do you have the last box checked in the connection configuration?  “update on change” I thinks it’s called. It will be greyed out until the .map files between DR and the game are in sync which you can do by saving the map in DR.

Oh I think I wasn't saving the file each time. That could be the problem. Thanks again!

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
Share on other sites

Did you try altering the volumetric_dust spawnarg? Maybe that value is set too high (from the wiki the default seems to be 0.002).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

31 minutes ago, stgatilov said:

I remember there were two modes: update on map save, and update on any change.
Perhaps you were using the former approach...
Tooltips should know better 😉

Oh sorry I didn't notice that there were tool tips. When I first saw it half of the options were grayed out so I didn't pay attention to them later. My mistake!

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Link to comment
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.

  • Recent Status Updates

    • The Black Arrow

      Happy birthday to me!
      Yes, today's my birthday and as much as I want to play The Dark Mod, I won't until it's late Autumn, where it should be a bit chilly in my place and there's some wind too.
      For now, it's time to enjoy my birthday, if any of you want to play a great fan mission in my honour...Well that's asking too much, just play the mission because it's fun, not because of me, enjoy it yourself! 💪
      · 4 replies
    • nbohr1more

      New texture wiki article created: https://wiki.thedarkmod.com/index.php?title=Creating_textures_from_Ornate_Photos
      · 2 replies
    • Xolvix

      Took a break from TDM until I got my backlog under control. It's been months and it's still not "under control". Damnit.
      · 4 replies
    • Ansome

      I sleep well at night knowing the player will never see the absolute nightmare that is my sealing brushwork outside the playable area. Only the pointfile can judge me now.
      · 4 replies
    • JackFarmer

      Somehow I admire the fact that the material from Dune has now been filmed for the third time. Personally, I could never do much with the material, but as a child of the 80s, I of course know the David Lynch movie...and that movie was at least funny!
      · 2 replies
×
×
  • Create New...