The new Lighting & Shadowing System

Discussion and feedback on Construct 2

Post » Mon May 26, 2014 3:43 am

what a cool effect, @eli0s!
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Post » Mon May 26, 2014 12:54 pm

@Colludium
@XCELLGO
@X1 Game Studio

Thanks guys, you are welcome!
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Post » Mon May 26, 2014 2:01 pm

@eli0s
Very cool! and thanks for sharing!
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Post » Mon May 26, 2014 6:02 pm

@MelVin Thank you, you're welcome ;)
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Post » Mon May 26, 2014 6:43 pm

Looking forward to how this turns out in the stable release!
@bearboxmedia
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Post » Tue May 27, 2014 7:14 am

@eli0s thanks for sharing.
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Post » Tue May 27, 2014 9:18 am

Image

The release notes states:

"Avoid placing radius-based lights very close to, or even over, shadow caster objects. The algorithm can fail to render a full shadow in this case."

The image above shows the distance my light source is away from the wall. I also have a light radius of zero (anything higher, even 1, causes worse results).

I'm happy to have this... but at the moment I can't use it for anything other than effects, such as the god rays as shown in the op. Is this as good as we can expect it to get? I was getting better looking results with paster, but it killed the frame rate. This doesn't give great results all the time, but the speed it runs at is beautiful.
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Post » Tue May 27, 2014 12:11 pm

@iceangel you are welcome!

@AnD4D You are right. For some reason there are unpredictable artifacts. I hope that the system will be ungraded in the future, this is after all the first beta release with dynamic shadows.
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Post » Tue May 27, 2014 4:56 pm

Agree there are artifacts. As a temporary work around, I got rid of them using effects. but things like opacity still only work sometimes. In my current shadowlight setup opacity really does not work, the light radius as well. Seems there are lots of anomalies that need sorting but it's a brilliant start.
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Post » Tue May 27, 2014 9:16 pm

An other test. Based on the last test, this time it's a Sunset! Give it some time to complete. Again, a mess of a capx :?
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