Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Author Topic: Improved GLSL Lighting  (Read 24275 times)

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2126
    • View Profile
Improved GLSL Lighting
« on: September 10, 2014, 06:34:34 pm »

As of build 1103, GLSL shaders support all 3 light types (directional, local, spotlight) and up to 8 lights.
« Last Edit: September 10, 2014, 06:37:38 pm by Steve »
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 902
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: Improved GLSL Lighting
« Reply #1 on: September 10, 2014, 06:40:38 pm »

DANG that looks nice :P

I've got to step up my game, steve's editor preview is looking better than my game engine :P
Logged
¼

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2126
    • View Profile
Re: Improved GLSL Lighting
« Reply #2 on: September 10, 2014, 06:45:50 pm »

Thanks, but I doubt that's true. With some luck I'll have some kind or shadows in the near future :-)
Logged

thecolclough

  • Sr. Member
  • ****
  • Posts: 890
  • 3D Ignoramus 1988-2002, Anim8or User 2002-present.
    • View Profile
    • www.mattghc.com
Re: Improved GLSL Lighting
« Reply #3 on: September 11, 2014, 09:06:13 am »

With some luck I'll have some kind or shadows in the near future :-)
does this, by any chance, have any impact on how fast a render can be done with shadows enabled, or is it solely for the working views?
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2126
    • View Profile
Re: Improved GLSL Lighting
« Reply #4 on: September 11, 2014, 05:13:50 pm »

It will work for the working views and when you use the OpenGL renderer, but not the other renderers. However I have things planned to speed those up as well.
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 902
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: Improved GLSL Lighting
« Reply #5 on: September 11, 2014, 05:56:17 pm »

Thanks, but I doubt that's true
I'm pretty sure it is lol, I haven't done much to work on the graphics portion of my engine. I've been spending a lot of time with under the hood type of stuff (pun intended :D)

But totally looking forward to opengl shadows, would make positioning lights soooo much better.
Logged
¼

thecolclough

  • Sr. Member
  • ****
  • Posts: 890
  • 3D Ignoramus 1988-2002, Anim8or User 2002-present.
    • View Profile
    • www.mattghc.com
Re: Improved GLSL Lighting
« Reply #6 on: September 12, 2014, 01:33:52 pm »

...the other renderers. However I have things planned to speed those up as well.
that sounds like good news to me 8)
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 902
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: Improved GLSL Lighting
« Reply #7 on: September 13, 2014, 04:26:59 pm »

So originally I was going to complain, but then I realized I was on the wrong build :P
With all these updates coming out so fast it's getting hard to keep track of my files  ::)

But I do have a question now that I have tried the proper build :P Mainly I want to know if you are planning on making the opengl renderer look as close to the final renderers as much as possible; knowing that both scanline and artray have different looking lighting I just want to know if you could preview in opengl to look as close to one or the other (kinda like a fine tuning preset to tweak the general properties of the opengl lights to match the finalrenders closely).
Logged
¼

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2126
    • View Profile
Re: Improved GLSL Lighting
« Reply #8 on: September 13, 2014, 05:47:12 pm »

I will be improving the GLSL code to make it match the scanline and ray traced outputs.  Of course the ray traced output will always do better refractions, reflections, etc.
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2126
    • View Profile
Re: Improved GLSL Lighting
« Reply #9 on: October 02, 2014, 05:42:19 pm »

Build 1112's GLSL spotlights no longer show a hard edge for softer settings:


« Last Edit: October 02, 2014, 05:45:49 pm by Steve »
Logged