Ambient Lighting
illuminatispy
Traveler
I'm looking for a way to do an ambient lighting effect over a whole dungeon map. I'm looking for just enough to make the walls and floor of the whole dungeon barely visible while preserving most of the shadows. Somewhere on this forum a long time ago there was a post about how to create an overhead office lighting effect and I think the key to what I want to do is in that thread.
I've attached a copy of what I'm working on.
I still want dark spaces I just don't want them pitch black. I want just a hint of light all around.
I've attached a copy of what I'm working on.
I still want dark spaces I just don't want them pitch black. I want just a hint of light all around.
Comments
http://forum.profantasy.com/comments.php?DiscussionID=3531&page=1#Item_0
http://forum.profantasy.com/comments.php?DiscussionID=1826
http://forum.profantasy.com/comments.php?DiscussionID=496
http://forum.profantasy.com/comments.php?DiscussionID=3531
Just some links that I found that might be helpful hopefully...
I also wrote an article about CC3 and light. You can check it here if you want.
Do any of you remember a post on this forum about creating a lighting effect which looks like overhead florescent lighting?
http://forum.profantasy.com/comments.php?DiscussionID=2736
http://forum.profantasy.com/comments.php?DiscussionID=3536
http://forum.profantasy.com/comments.php?DiscussionID=3588
The lighting system actually works in a non-obvious way: the setup filters create a height field from the height value and the non-transparent pixels on the sheet; the finalize filter uses that height field and the light positions to generate the shaded color map. That shaded color map then gets blended onto the drawing as it has accumulated to that point, allows for the partial transparency effect.
It would be interesting to consider a filter extension that would allow for the intermediate height field to be saved as an image. Allowing for a min/max/exponent operation on the non-infinite shadow lengths might allow for non-flat tops on things (min + a distance field scaled as (max - min), then exponent for profile) might also be an interesting extension... OK, I need to get more sleep, spending time considering highly limited usage scenarios that would probably get used two or three times in the life of the program.
It's also possible to have multiple setup/finalize sets in the same drawing, but I'm not sure why anyone would want to do that.
Thanks sirs!
I added a transparency effect to the same sheet the wall shadow finalize was on and set it to 70%.
Joachim that PDF tutorial is great. I got a lot from a quick read. I will read it in greater detail before starting my next map. Thank you.
Unless you have some specific aim, having part of a map full black looks useless... I usually end up masking those areas with white, either with a MASK sheet in CC3 or just using a wide white brush in GIMP or PhotoFiltre. If you aren't printing in doesn't matter though...
It's clear that lighting takes up a lot of render time when the effect is applied. I was initially adding several very dim lights to get a very poor version of what the transparency overly did, it was uneven and took forever to render. I knew there had to be a better way.
It seems easier to selectively cast darker shadows than to selectively create lighter shadows.