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Re: Light clamping

PostPosted: Mon Jul 31, 2017 12:16 pm
by Ian
Look forward to seeing it :)

Re: Light clamping

PostPosted: Mon Jul 31, 2017 2:52 pm
by Ian

Re: Light clamping

PostPosted: Tue Aug 01, 2017 11:43 am
by HarryTuttle
Hey Ian, just saw that! He uploaded that video just few minutes after I went offline, I was monitoring his channel just in case there was an update. Either this guy is telepathic or reads this forum... :)

I can confirm that my current results are almost identical. If I'll have some spare time tonight I'll start to post the first part of the patch. I discovered some other little things about how to interpret the "NdotL" product.

Also when you posted about the changing light in Scud when polygon normal was facing (perpendicular) the camera, I think you were right, the same effect, a bit more pronounced can be seen in Harley on the flat buildings' surface, during the first rolling demo. I think also that's the cause to some of the flickering light shading in Ocean Hunter, and in Scud during the first rolling demo: there's a moment when the car side glass' specular light flickers, before entering the tunnel (see Abe's videos).

I've tried to implement that effect without much success, however it can be dependent on the angle between the polygon normal and the camera plane, or an application of the sun light decay (???) in respect of the vertices distance from the camera.

Re: Light clamping

PostPosted: Tue Aug 01, 2017 12:13 pm
by Ian
I asked him for the footage :)
I wouldn't worry about trying to replicate flickering light too much. I had the a look at the ocean hunter issue and it makes little sense. It's quite possible it's a bug in their implementation.

What do the bullets look like in lost world? When I tried specular before they came out completely white, because they are 100% perpendicular to the light.

With the new maths ie matrix3 * normal, the normals come out around 0.75. Maybe some specular will be applied without totally saturating it.

Re: Light clamping

PostPosted: Tue Aug 01, 2017 12:30 pm
by HarryTuttle
Ian wrote:What do the bullets look like in lost world? When I tried specular before they came out completely white, because they are 100% perpendicular to the light.


Bullets are rendered fine, they're yellow with a brighter right side. In linear with Abe's video, which btw I managed to tone correct in virtualDub, so that the image is no more over brightened and washed out. A little trick, applicable to all direct capture videos, is to match color and brightness with a game's bitmap image, like a background or a transition screen, so that the 3D layer is balanced. Otherwise adapting to only 3D elements can be very tricky.

Re: Light clamping

PostPosted: Tue Aug 01, 2017 12:33 pm
by HarryTuttle
Ian wrote:I asked him for the footage :)


That guy uploaded in January two test videos of Spikeout and L.A. Machineguns, then deleted them. If he could capture at least the intro sequence and some gameplay action it would be gold! :)

What do you think?

Re: Light clamping

PostPosted: Tue Aug 01, 2017 1:17 pm
by Ian
I asked the guy for lost world attract sequence :) He said he has that game. His caps are really good, actually possible to compare colours/brightness with them
That's great the lost world bullets came out correctly. I kind of abandoned my previous specular attempt after they failed :)

Re: Light clamping

PostPosted: Tue Aug 01, 2017 10:03 pm
by Ian

Re: Light clamping

PostPosted: Tue Aug 01, 2017 10:13 pm
by HarryTuttle
Awesome! :) Thank you all!

Btw I'm posting on the my original Sun Shading thread the first part of the specular highlight patch, the second part will be under my Specular thread.

Re: Light clamping

PostPosted: Tue Aug 01, 2017 10:37 pm
by Ian
okay :)
look forward to seeing it. If we get specular working, wonder if Bart will make an official release, finally :)