Bumpmapping lighting

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Post » Sat Apr 12, 2008 8:02 pm

I would say most if not all the Dishwasher effects can be done already through creative use.

Still hope for multiple 3D objects, with animated textures and phong shading! Well, I'll settle for just more 3D objects too ;)
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Post » Sat Apr 12, 2008 8:41 pm

Adrix89 is right, a magnify shader can do explosion "shockwaves" like that. Black doesn't zoom at all and while zooms a lot, so I guess you'd just draw a greyscale shockwave and resize it really big, while fading it out with opacity.

[quote="deadeye":2mjnu0ri]So, how does the light work?[/quote:2mjnu0ri]

It's done by shader parameters so it's not quite so easy as having a sprite, and at the moment it's also in texture coordinates which makes it a little fiddly, but it works. I'll see if I can make it a bit easier to use.
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Post » Sat Apr 12, 2008 8:53 pm

Would it be possible to leave room in the light code to do this kind of stuff?



Where the light is blocked by certain objects? I know you were wanting to eventually implement dynamic lighting type stuff eventually, and this seems like the beginnings of that sort of thing...
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Post » Sat Apr 12, 2008 9:07 pm

I looked in to it, but I got stuck handling multiple lights. I'll try have something like that done for 1.0.
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Post » Sat Apr 12, 2008 9:18 pm

[quote="Ashley":1a8y7r5v]I looked in to it, but I got stuck handling multiple lights. I'll try have something like that done for 1.0.[/quote:1a8y7r5v]

your avatar shows exactly what you mean!
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Post » Sat Apr 12, 2008 9:27 pm

[quote="Ashley":vg4aoxyo]Adrix89 is right, a magnify shader can do explosion "shockwaves" like that. Black doesn't zoom at all and while zooms a lot, so I guess you'd just draw a greyscale shockwave and resize it really big, while fading it out with opacity.

[quote="deadeye":vg4aoxyo]So, how does the light work?[/quote:vg4aoxyo]

It's done by shader parameters so it's not quite so easy as having a sprite, and at the moment it's also in texture coordinates which makes it a little fiddly, but it works. I'll see if I can make it a bit easier to use.[/quote:vg4aoxyo]
I just tested this trick, it worked! However to achieve the full effect you'd need to change the object's size on the fly using an animated sprite.
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Post » Sun Apr 13, 2008 1:04 am

[quote="vinny":1l8an61v][quote="Ashley":1l8an61v]I looked in to it, but I got stuck handling multiple lights. I'll try have something like that done for 1.0.[/quote:1l8an61v]

your avatar shows exactly what you mean![/quote:1l8an61v]

LoOoL

Dynamic light FTW! That, and physics collision detection is the major things i'm longing to see right now!
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Post » Sun Apr 13, 2008 2:37 am

I'm about 3 pages delayed, but WOW this is an awesome feature! Thanks for posting a GIF as well deadeye, and grats on your "new" video card :D :lol:
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Post » Sun Apr 13, 2008 6:12 am

Yay, normal maps! I was hoping so and should have known.
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Post » Sun Apr 13, 2008 10:24 am

This might be worth looking into

CrazyBump is the best normal map generator around currently.
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