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  [SOLVED] Setting to make lightsource treat normal difference more/less  (Read 1253 times)
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Offline Mickelukas

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« Posted 2010-07-26 00:37:05 »

Hi all,

I'm going nuts with testing diffuse and specular and emission and so on so I thought I'd drop a message Smiley

How do I make my directional light treat a difference with the normal greater? I am creating mountains and I loose some of the 3D feel because the similiar leanings look very much alike.

Any ideas?

Thanks in advance,
Mike

Offline Orangy Tang

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Monkey for a head


« Reply #1 - Posted 2010-07-26 02:04:06 »

I'm not sure I understand the question - you want to make the lighting more pronounced / exaggerated so that smaller differences in gradient are more noticeable?

With the fixed function pipeline the obvious solution would be to increase the contrast between lit and shadowed areas (which probably means making the light stronger, or your ambient light darker). You could also add specular to your directional lighting to give it a more defined form, but that might be inappropriate for terrain.

Alternatively you could go for something along the lines of a traditional three point lighting setup. Or you could ditch the fixed function pipeline and write custom shaders to get exact control over your lighting equations.

HTH.

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Offline Mickelukas

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« Reply #2 - Posted 2010-07-27 12:40:52 »

I've been playing lots with the contrast but didn't get it satisfactory.

I never thought about adding another light source to make it more visible. Thanks, I have something to look at now again Smiley

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Offline Mickelukas

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« Reply #3 - Posted 2010-07-27 13:15:15 »

Two light sources made it look amazingly good, thanks a ton :-D

Mike

Offline Orangy Tang

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« Reply #4 - Posted 2010-07-27 17:56:21 »

No screenshots?  Huh Grin

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Offline Mickelukas

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Medals: 39
Projects: 2


Java guru wanabee


« Reply #5 - Posted 2010-07-27 21:11:49 »

Haha, if you look on the mountain to the right all of the "sunny side" used to be of only one brightness but now one can see differences Smiley

Mike

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