Product Chat / How can I put shadows inside houses?

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Zuchini
14
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Joined: 22nd Apr 2010
Location:
Posted: 10th Jun 2014 15:49
Hello,
first commendation to the Team, it's nice to see that updates coming regulry and soon.

Now the Question, how can I make the inner side of a house darker, it looks not very realistic when a house is bright inside and the grass outside is darker.
Must I do it with a shader for each object (house) ?
Does someone has an example for this.

Intel i7-2600 3.4 GHz CPU, 16 GB RAM, NVidia 560 GTX Graphic Card
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LeeBamber
TGC Lead Developer
24
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 11th Jun 2014 12:40
We have not focused on interiors for the moment, which includes the question of how best to do shadows. I am open to suggestions and forum comments while I work on performance and stability.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

tommy8
GameGuru TGC Backer
16
Years of Service
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Joined: 24th Dec 2007
Location: Northern Ireland
Posted: 13th Jun 2014 07:55
My view is that the FPSCR engine should not have static light. What is needed is the introduction of a moving sun-light source with options of a day night cycle and ray tracing. So any space the sun's light is not reaching, is dark by default.
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Dralel
GameGuru TGC Backer
10
Years of Service
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Joined: 4th Nov 2013
Location: UK
Posted: 13th Jun 2014 12:25
Quote: "My view is that the FPSCR engine should not have static light. What is needed is the introduction of a moving sun-light source with options of a day night cycle and ray tracing. So any space the sun's light is not reaching, is dark by default."

This.

GPU: GTX 660, CPU: i7 3770 Intel 3.40ghz x4, PSU: 650 Watt, RAM: 8GB DDR3, OS: Win7 Ultimate 64-bit
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TattieBoJangle
10
Years of Service
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 13th Jun 2014 14:28
I agree light going through my models is not good and using a script to change it to dark as you go inside a building is to obvious.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Zuchini
14
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Joined: 22nd Apr 2010
Location:
Posted: 14th Jun 2014 16:56
I think with a future release of FPSCR the light handling will become better and shadows inside "open" houses can then easier be handled.
Bugfixing and better performance work is on first place and that is good.
So I can wait.
In the shader programming I am very very inexperienced, so I must learn some stuff in that area.

Intel i7-2600 3.4 GHz CPU, 16 GB RAM, NVidia 560 GTX Graphic Card
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LeeBamber
TGC Lead Developer
24
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 23rd Jun 2014 18:26
Yes indeed, we are focusing on outdoor lighting at the moment. Once we're done with that world, we will look much much closer at interior spaces and lighting.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Imchasinyou
10
Years of Service
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Joined: 22nd Mar 2014
Location: OH
Posted: 24th Jun 2014 01:23
Quote: "Yes indeed, we are focusing on outdoor lighting at the moment. Once we're done with that world, we will look much much closer at interior spaces and lighting."


Sigh, Ill never get to create a realistic looking levels with out decent lighting and particle system. . . . . ***Kicking and screaming like my daughters used to***

Cant be that hard really, you already have the lighting thing I need by way of the invisible flashlight. (kind of) Now all I need to do is to be able to place it like any thing else and rotate and flip it. Might need to change the color too but I guess, Ill wait. . . . . Cant you just give me the invisible flashlight already. . . .

For the Moderators: This is all sarcasm and meant to be a friendly rant, calm down.

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synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 24th Jun 2014 01:41
Can we have a Solar Powered Flashlight ...


Think about it...Think about it
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