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Artifacts and Attenuation Issues with Omnidirectional Lighting
bebert-ama-inc posted a topic in Rendering
I have been running into some visibility and artifact issues when using the Point Omnidirectional Light with both instantiating the light in the Editor and using C++. I am trying to mimic sunlight at a Solar System scale, and the Omnidirectional Light is required as the project needs accurate lighting. I have 1 unit equal to 1 km, and a basic scene with an Earth to scale at a distance of 150,000,000 km from the light source. I started in increments to try to find the correct parameters for the omnidirectional light. I started with the default Omnidirectional Light with the Mode set to Dynamic lighting, and an ObjectMeshDynamic Sphere of radius 1 at 2 units away from the Omnidirectional Light. Going off of the Light Sources Parameters Documentation, it gives the impression that setting the Attenuation Power to 0 or close to it will prevent the light fall off the further the distance from the source. It also gives the impression that any objects within the Attenuation Distance with an Attenuation Power at 0 will be illuminated. I slowly incremented the sphere's radius and distance from the light source until I reached the desired radius and distance. I had to set the Omnidirectional Light's Intensity to inf, Attenuation Power to 0, and Attenuation Distance to inf to get the best results. After about 200,000 units away from the light source, the sphere was no longer visible. I tried to experiment with the Omnidirectional Light with a Sphere Shape, and it did seem to light up the scene a bit better than the Point Shape. However, the light still did not reach the Sphere Object at its required distance. The only way I could get any Omnidirectional Light to reach the Sphere Object at its required distance was by setting the radius of the Omnidirectional Light Sphere Shape to inf. It produced the attached image with inconsistent artifacts. My question is if there is any way to have the Omnidirectional Light to light the scene at the required scale and distance? Or are there any settings that could allow for Omnidirectional Light to reach this distance? I know the World Light will reach these distances. However I need to use an Omnidirectional Light to represent the sun in a scene that models the solar system, and the World Light does not produce this desired effect. -
Hi everyone, I started make video tutorials for Unigine 2.11.0.1 , You can see & use , This is my playlist about unigine, and I hope useful for you. Get started with 8 hours of free video tutorials full of tips you want. Playlist 1 Playlist 2 With respect Ahmad Karami a computer teacher/ author book / test engineer / solo game developer
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- unigine exposure
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I am currently using SDK 2.14.1.1 And i am getting issues with the alpha blend .first issue is whenever I convert an object Material from Opaque to Alpha blend. it drops its color brightness. and the second issue is. Some objects tend to change color and brightness when moved, or Observed from a different angle, or moved under the flooror outside the enviroment prob by half or just a little area of the object. The last issue cant be solved by expanding the enviroment prob, but then the reflection for other objects get scaled too. Following are some images and video references for the problems faces. Please if possible provide a Solution. Thank you the blue cylinder turns dark when moved slightly under the floor The back rectangular plate turns white when viewed from a different angle Alpha blend glass issue with light.mp4 Second Alpha blend glass issue with light.mp4
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video grabber [SOLVED] How to hide (omni light) in rendering result (Video Grabber)
riyadus posted a topic in General Discussions
I tried rendering, but the light object (Omni Light) in the editor appears to be rendered. How can the light object (Omni Light) in the editor not appear rendered? -
Hi, we are planning to distribute our simulation to multiple computers, which screens are aligned so we can produce a panorma view of the scene with Unigine. Which post and screen space effects are we able to use? What values do we have to choose for static exposure to make the scene look more realistic? Is it better to change light source properties or exposure? We saw that exposure has a great impact on materials like clouds and the atmosphere. Are we able to use filmic camera effects? Do they look the same on different rendered parts of the scene? What rendering settings do you use for CIGI or Syncker applications? Thanks, Sebastian
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We are creating an interior scene, the problem is that global lighting acts generating an unwanted effect. Is there any way to turn off global lighting, without the need to remove the sun? In the screenshots can be seen the change of lighting at different times of the day.
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- global
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I created a C++ application in Unigine2.0. In this application, I drew a quad use a dynamicMesh. And then added a material to it.In this material I defined a ambient pass use my own vertex and fragmentshader(for add color on the quad). It can works right ,but when added a world light in the editor, I cound not see this quad.If I close this world light, it can be seen again. S0,how to make a C++ application with my own shader that can use Uninge's lighting, effects?
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lightmasks in 2.1 not working? seems like they only disable the shadow , but not the actual lighting.
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Hi, this is my picture and this one from TERA How do I adjust the lighting of the world, to get a similar image
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So, we have a few dozen light posts that we'd like to show punching through the fog. To a degree we can get this effect and it may be acceptable. However, the bigger issue is that light always goes white when the fog is dense enough. So, for instance, say there is a festive red light shining brightly. Add some fog and the light turns white. Is there a technique or a shader I'm over looking that would cause the light to be red/reddish instead of reverting to white?
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I noticed a while ago that the billboard lighting changes more dramatically than it should when the camera rotates. Attached are some screenshots illustrating what I mean. The sun angle is almost straight overhead in these. The first screenshot is looking slightly down, and the billboards look ok. The second screenshot is looking straight out over the terrain and the billboards receive no lighting from the sun at all. The third screenshot is looking directly down at the ground, and the billboards receive full lighting. The difference between looking straight across the terrain versus looking down makes it very difficult to balance the ground cover to where it blends overall. I'm also not convinced that the lighting is coming from the correct angle. In the fourth screenshot I circled the sun in red, but the lighting is clearly coming from 90 degrees to the right, as indicated by the blue arrow. I've also attached the impostor's normal map used in the screenshots. vegetation_juniperoxy_large_impostor_n.rar
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Hello, I have a few different questions on lighting, shadows, and materials. 1. I have 3 dynamic object meshes in a scene with lighting. I've tried enabling shadows [using setReceiveShadow() and setCastShadow()], but shadows refuse to appear. Is there something else I need to implement in C++ for the shadows to work? Or do shadows not work with dynamic object meshes? I've tried using spot lights and world lights. 2. Are world lights essentially ambient light? 3. How can I set materials (on a dynamic object mesh) to emit light? I tried editing the "emission_color" parameter of the "mesh_base" material, but I haven't been able to get emissive materials yet. 4. On a spot light, setRadius() takes in a float. Do lights support double precision? Will they accurately illuminate objects at very long distances away? 5. Is there a list of the sample (pre-included) materials and properties for objects anywhere? I've simply been using "mesh_base" and "surface_base" so far, as these are used in the examples. I apologize for all of the questions, but I'm brand new to Unigine and would love to learn how to use it more effectively. Thanks!
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http://www.geomerics.com/enlighten/ anyone ever tried connecting enlighten with unigine? seems interesting.
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- global illumination
- lighting
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So I tried adding grass, and the result is less than spectacular. The problem is that the grass shading doesn't follow the terrain shading at all. There's very defined hills with totally flat shaded grass growing on them. This becomes a very ugly problem when looking at dark areas of terrain and the grass looks radioactive. Is there a way to fix this? I have receive shadow and receive world shadow both checked on my grass and terrain, for both the nodes and materials. Pretty much everything is set up like the "Adding grass" tutorial in the documentation.
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We would really like to see voxel cone traced lighting as a lighting option in Unigine. A single developer has been able to add it into Unity, so i assume its not a huge amount of work. Im sure a lot of people in the Unigine community would appreciated it.
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Hi, I have a model which is a flat surface (two triangles) with a simple grey diffuse texture. I clone the model four times and place them connected to each other. Everything looks perfect with any light condition, thank you guys. Then I turn one of the tile to 180 degrees. Because I did not change an angle of normals and my texture is a solid grey color, I would expect to see the same color for all tiles but this is what I've got Why does the surface change its color? Any idea? Steps to reproduce: 1. replace "data\library\worlds\materials\probes.cpp" by attached file. 2. run "demos\library_materials_d3d11.bat" 3. observe different color on tiles. probes.cpp: #include <library/scripts/materials.h> void create_scene() { // create a mesh { ObjectMeshDynamic mesh = new ObjectMeshDynamic(); mesh.addVertex(dvec3(0, 0, 0)); mesh.addTexCoord(dvec4(0, 0, 0, 0)); mesh.addVertex(dvec3(2, 0, 0)); mesh.addTexCoord(dvec4(0, 1, 0, 0)); mesh.addVertex(dvec3(0, 2, 0)); mesh.addTexCoord(dvec4(1, 0, 0, 0)); mesh.addVertex(dvec3(2, 2, 0)); mesh.addTexCoord(dvec4(1, 1, 0, 0)); mesh.addIndex(0); mesh.addIndex(1); mesh.addIndex(2); mesh.addIndex(3); mesh.addIndex(2); mesh.addIndex(1); mesh.setMaterial("mesh_base", 0); mesh.setMaterialTexture("diffuse", "grey.dds", 0); mesh.updateNormals(); mesh.updateTangents(); node_save("my.node", mesh); delete mesh; } { ObjectMeshDynamic mesh = node_load("my.node"); mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 0); mat.m10m11m12m13 = vec4(0, 1, 0, 0); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } { ObjectMeshDynamic mesh = node_load("my.node"); mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 2); mat.m10m11m12m13 = vec4(0, 1, 0, 0); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } { ObjectMeshDynamic mesh = node_load("my.node"); mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 0); mat.m10m11m12m13 = vec4(0, 1, 0, 2); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } { ObjectMeshDynamic mesh = node_load("my.node"); /* mat4 mat; mat.m00m01m02m03 = vec4(1, 0, 0, 2); mat.m10m11m12m13 = vec4(0, 1, 0, 2); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); */ mat4 mat; mat.m00m01m02m03 = vec4(-1, 0, 0, 4); mat.m10m11m12m13 = vec4(0, -1, 0, 4); mat.m20m21m22m23 = vec4(0, 0, 1, 2); mat.m30m31m32m33 = vec4(0, 0, 0, 1); mesh.setTransform(mat); engine.editor.addNode(class_remove(mesh)); } return "Gold, silver, metal, car paint, concrete, stucco, tile, glass, rubber"; } probes.cpp
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Hi All, We are currently implementing sky and weather conditions and have a requirement to have user control over various parameters such as cloud level and whether it is a fine or stormy day, etc. The problem we have is that it is difficult to map a 'cloud level' or 'weather condition' (a scale from fine to storm for instance) parameter to the set of lighting varibales required to produce a sensible output. What is the recommend method to achieve varying weather conditions independent of time of day? My current approach is to set up a discrete number of keylines (in the same manner as the Tropics and Heaven example), one for each weather condition, and switch between them.
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I was wondering what is the best approach to modelling bar light sources that cast shadows? I have made a pretty naive attempt here in the picture using an elongated omni light below the centre of the fitting, but the shadows it creates does not acurately reflect that of a bar shaped light source (i.e. a bar light shines across its width and not just from a single point). Has anyone got an opinion on a good stratgey for doing this?