New lighting model WIP  1-20  21-40  41-60  …  121-138

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 From:  Michael Gibson
2801.1 
It's still in progress, but I've made some good steps for an improved lighting model that reduces dark zones on the screen.



- Michael
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 From:  Frenchy Pilou (PILOU)
2801.2 In reply to 2801.1 
And seems that now volumes have working colors ;)
No shadows?
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 From:  DannyT (DANTAS)
2801.3 In reply to 2801.1 
Looking good Michael, can't wait :)
3 Lights ?

----------
~Danny~
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 From:  WillBellJr
2801.4 
I can't wait either!

-Will

PS - I don't care about any shadows, I'm trying to get all the darkness out of my viewports as it is! Just give me those clean, nicely colored and lit surfaces I'm seeing the the screen cap! ;-)
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 From:  jbshorty
2801.5 
Only problem i see is that the lighting seems to give an illusion of surface warp. Notice the spheres don't really look spherical?
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 From:  Samuel Zeller
2801.6 In reply to 2801.5 
Michael what tech do you use for display in MoI? Directx?
The colored objects look awesome :)
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 From:  PaQ
2801.7 In reply to 2801.6 
Rooooooooooooo looking good ! can't wait :)
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 From:  ed (EDDYF)
2801.8 
Looks great.

I think shadows would just get in the way, unless there was an option to turn them off.

Ed
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 From:  lyes (BLYESS)
2801.9 
HI Michael nice one i can't wait for color glass and reflection
here is miror reflection in moi
how to : miror the object and place PNG picture on Z plane for cliping (with object, all view,0 transparency) i have attached the picture.

EDITED: 22 Jul 2009 by BLYESS

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 From:  all2000 (SPEEDY)
2801.10 
Hi Michael
Good sounds for my ......
al
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 From:  Phil (PHILBO)
2801.11 In reply to 2801.10 
Yes! YES! I love it.

Good work as usual, Michael.
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 From:  neo
2801.12 
SUPER...
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 From:  PaQ
2801.13 
Michael,

How did you resolve the black and white surface ? Will the black have dark gray wireframe ? And how about the white surface ? (white wireframe will be more less invisible).
At the export, is it the surface color that will be taked into account to define the diffuse, or the wireframe color from the style ?

For the moment, it seems that the wireframe color = surface color + a little bright boost. Is it something automated when you choose a color for a style ?
Did you made some test with only black wireframe ? As there is some kind of soft specular on the surface, even a black surface + black wireframe will still be 'readable' I guess.

Sorry for all the questions, I can't wait to play with the color feature :)

EDITED: 22 Jul 2009 by PAQ

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 From:  Michael Gibson
2801.14 In reply to 2801.2 
Hi Pilou,

> And seems that now volumes have working colors ;)

Yup, that's one of the other parts that I've been working on.


> No shadows?

No, shadows tend to be a more generally finicky area, it's easy to have a lot of problems across various video cards, etc...

I think it will be a while before I would be able to work on that, it's definitely not going to be part of this current pass.

- Michael
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 From:  okapi
2801.15 
hi michael,

good to see a new lighting model, this will be a good addition.

Regarding the object color, could there be an option to turn the color on for the surfaces / for surfcaes+lines / for lines only (with neutral surface colors).
I can imagine that sometimes too much color can get in the way. I could imagine I may want to turn the colour on sometimes only to check which styles are assigned to which objects.
Thanks,
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 From:  Frenchy Pilou (PILOU)
2801.16 
Possibility of level of transparency by object?
See something behind or inside can be useful for snap something for example!!! (Xray mode) ;)
(sure you can rotate or make tricky selection but...

EDITED: 22 Jul 2009 by PILOU

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 From:  Michael Gibson
2801.17 In reply to 2801.3 
Hi Danny,

> 3 Lights ?

Actually at the moment it is the equivalent of 8 lights, basically in 4 matched pairs.

I'm going to see about taking a couple of those and dicing them up into maybe 20 much lower intensity lights to try and blend one area together a bit more.

But with this new method all of this happens in a precalculating step, so there is no performance penalty at display time no matter how many lights go into the calculation which gives me a lot more flexibility to tweak things.

- Michael
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 From:  DannyT (DANTAS)
2801.18 In reply to 2801.17 
20 Lights! Wow!
Like setting up a Broadway show :)

On another note, I have the same questions as PaQ. I've always wondered, if we really need coloured wireframes/edges as well as assigning names and styles to them, I don't see a need to do this for edges, unless you or someone else can convince me otherwise.

Cheers
~Danny~
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 From:  Michael Gibson
2801.19 In reply to 2801.5 
Hi jonah,

> Only problem i see is that the lighting seems to give an
> illusion of surface warp. Notice the spheres don't really
> look spherical?

Well, they look like spheres that have a bunch of lights shining on them...

The part that is probably different from what you are used to is a kind of "polar opposite" lighting method. That's where for every light there is an opposite one shining on the reverse side of the sphere.

That's instead of a light only just shining in one direction and illuminating one half of the sphere and leaving the other half completely dark.

With the polar opposite lighting, the darkness is more of a thinner equatorial kind of band rather than being a large area of darkness. That band does give it a kind of semi-iridescent type look, but that actually helps to perceive more details about the surface shape actually, because when a large area is dark it is difficult to get visual feedback about the curvature there.

So there's really plenty of visual information there that makes it possible to understand that is a sphere, at least for me anyway! I guess if you have a very ingrained idea that a sphere must have only a certain kind of light applied to it then it might seem odd though.

- Michael
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 From:  Michael Gibson
2801.20 In reply to 2801.6 
Hi DesuDeus,

> Michael what tech do you use for display in MoI? Directx?

Yes, currently it uses Direct3D for outputting polygons to your video card.

But most of the look comes from custom code in MoI that sets up stuff like polygons and textures. Direct3D is for the most part just used to blast those processed polygons to be displayed on the screen.

- Michael
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