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- Jan 28, 2011
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Real-time vs baked lighting: https://www.othersideentertainment.com/forum/index.php?topic=1926.msg26109#msg26109
Working on confirming how best to upload the narrative video with 505 right now.
In the SXSW thread, you asked for pictures.......
So I believe I mentioned a week or so ago that we were looking into fixing our lighting system in order to create "real darkness" and "levels of darkness". (If I did not, I apologize). Basically, a lot of our rooms for the pre-alpha and for a time afterwards had lights "baked" into them, such that there was artificial mood lighting in place for when we actually have lights that would cast the way we wanted them to. Now that we're nearing the end of Alpha, we've started to work with our new Art Director, Ryan, to pinpoint how we want our shadow system to work. He's a big advocate for adding blues and greens as shadows rather than just a harsh black shadow, for example.
I've attached two examples of areas below, one with real time lighting (the first) and one with baked in lighting (the second). Ideally, we're looking to create lighting that softens the harsh shadows of 1 with the colors of 2, but is closer to 1's darkness.
Also, please note that these areas are still a heavy WIP and under construction as we speak!
Yeah, it seems the table is floating a little bit in the second shot. Good catch!
So as all of you are more or less pinpointing, we want to have a good balance. The entire game won't look like screenshot1, or screenshot2. The colors of screenshot2 are quite nice, and adds an atmosphere, but it's also (spoilers?) an area infused with more mana. (Thus, the mana wisps.) Additionally, it's pretty easy to see in this room. Nothing wrong with high visibility, but because the lights are pre-baked, that would mean if I shot soaker arrows at every torch... everything would still be tinged a light blue, and we wouldn't have areas of real darkness.
The real darkness shot in screenshot1 is just one example of an area that would naturally have true darkness. It's an interior space, so there's no "mana wisps" or torches nearby to illuminate the space. The color is more grim, and a lot of 2000-era games had this kind of "shade with black" lighting, thus the reference that Curratum is making. We're not offended by the suggestion, we can see how other players may see that as well. That's why we'll bring some of the blue tinges from screenshot2 to the real time darkness sections of screenshot1, and bring more true darkness from areas like screenshot1 to screenshot2.
Balance!