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Lighting Tutorial for PerfectGold

 
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Trevor
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Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest

 PostPosted: Sun Oct 28, 2018 7:44 am    Post subject: Lighting Tutorial for PerfectGold Reply with quote Back to top

At long last I am finally releasing a Lighting Tutorial that has been in the works for some time.

As the editor changes over time, the tutorial may need updating.

Quote:
Lighting Mode in PerfectGold

After importing a New Stage Background (hereafter “BG”) and testing it on consol, you may be rather disappointed to see how bland it turned out - details like stairs and corridors are hard to see because everything is the same colour of grey, and, while Textures will help distinguish walls, the BG will still feel “flat”.

You can fix this very quickly with PerfectGold’s Lighting Mode.

This tutorial will assume you can already import and play custom stages and only cover:
    1 Switching to Lighting Mode 3
    2 Basic Lighting - Instant Transformation 5
    3 Environment Mapping 9
    3.1 A Brief on Creating Environment Maps 10
    3.1.1 Angular 10
    3.1.2 LongLat 11
    3.2 Applying Environment Maps 13
    3.3 Flat Hack 15
    4 Overview of Light Sources Dialog 16
    4.1 Common Light Source properties 16
    4.2 Ambient Lights 17
    4.3 The Sun (infinite directional light) 18
    4.4 Local/Point lights (Light bulbs) 19
    4.5 Spot Lights 20
    4.6 Area Lights 21
    4.7 Directional Lights 22
    4.8 Ambient Occlusion 23
    4.9 Ambient Occlusion – Interior 24
    4.10 Diffuse Inter-Reflection (Radiosity) 25
    5 Normal Lighting 26
    6 Shadows and Shadow Generation 30
    7 Advanced Lighting - Squeezing the most out of your level 36
    7.1 Ambient Occlusion 36
    7.2 Diffuse Inter-Reflection 38
    7.3 High Contrast and Burnout (Exposure) 42
    8 Import/Export Lighting 44
    8.1 Lighting File 44
    8.2 Light Template 44
    9 Related Modelling Tips 45
    9.1 Fog – Specifically GeometryMode & RDP FOG 45
    10 References & Definitions 46



PerfectGold (hereafter PG) has powerful lighting features that, if used correctly with geometry available to suite, can really turn heads.

The following images are examples of how critical lighting can be and show what could potentially* be done with PG.

* Potentially means disregarding optimisations to save triangle count and may contain manual fixing to counteract lighting engine limitations.



Non-Textured Uniform-Shaded House - Cant see any detail!

Textured Uniform-Shaded House - better but still pretty useless

Fully Shaded House - You can see every detail and the interior correctly

...


Download here

Trev
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MRKane
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 PostPosted: Sun Oct 28, 2018 3:14 pm    Post subject: Reply with quote Back to top

Fantastic tutorial! I am thrilled with how far the lighting system has come Very Happy Sub really turned that into a passion project!
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CrashOveride
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 PostPosted: Sun Oct 28, 2018 4:39 pm    Post subject: Reply with quote Back to top

jesus christ that house looks amazing
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