Demostenes
Banned
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light color
1) I have one point light in the scene (sun, or point light, etc...). When I add second light of different color (i am using point.obj), shadows in range of that second light have color of this second light. Bug?
2) When I add new light, some shadows are less visible (indeed OK), but no new shadows appears. Bug? Or I need to enable something (that point light has checked cast shadows)?
Both checked in deferred mode, forward seems to behave better, it looks like there is more shadows, but still not all which I would expect there.
Btw, volumetric check box does nothing. There is something else I need to do?
(This post was last modified: 02-01-2012 02:09 AM by Demostenes.)
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02-01-2012 01:21 AM |
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Esenthel
Administrator
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RE: light color
1) can you attach a screen? I don't think it's a bug
2) replied in different thread
3) enable volumetric lighting in the video options + light parameters
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02-03-2012 11:33 PM |
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Demostenes
Banned
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RE: light color
Thanks.
1) http://forum.mymmo.cz/demo/light.jpg (same red shadow for deferred and forward)
2) Turning on HDR solved the issue, but it costs other 10% of performance. It is really necassary to have HDR on for having proper shadows/colors in deferred mode (with multiple lights, which exactly reason for using deferred mode)?
3) Thanks, indeed works.
(This post was last modified: 02-09-2012 11:40 PM by Demostenes.)
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02-09-2012 11:08 PM |
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Esenthel
Administrator
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RE: light color
1) you have red tint in the light, so the result should be red tinted, what's the problem?
Try testing this with hdr/hprt
2) in deferred lighting is clamped to 0..1 values (stored in 8-bit light buffer) unless you enable hdr/hprt (which turns the light buffer into 16-bit float)
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02-09-2012 11:42 PM |
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Esenthel
Administrator
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RE: light color
1) in 1st image you have 2 lights,
final light = ambient light + light1*shadow_occlusion1 + light2*shadow_occlusion2;
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02-10-2012 12:01 AM |
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Demostenes
Banned
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RE: light color
(02-10-2012 12:01 AM)Esenthel Wrote: it's completely different example
in 1st image you have 2 lights,
final light = ambient light + light1*shadow_occlusion1 + light2*shadow_occlusion2;
You are right, I noticed my wrong setup too, I had no ocludor for second light. I deleted the post, but your reply was faster. This is indeed marvelous support we love on EE so much
(This post was last modified: 02-10-2012 12:04 AM by Demostenes.)
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02-10-2012 12:03 AM |
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