You can also use Vertex painting to paint on the shadows and whatnot. :p
I started with a similar idea, by the way. Small ages are hard to work with sometimes, though.
Lontahv wrote:Sounds like you've gotten quite far. Just try adjusting the intensity and distance of your lamp. I'd set the distance at something like 200 to start with.
ZURI wrote:Keep in mind that there are a few different ways of lighting your age. You can go with (what I like to call General) lighting, which is to use a single Sun lamp. Like Lontahv said, you can increase the power of the raise it's power. This will give the lamp itself a greater lighting distance.
ZURI wrote:To fine-tune lighting on specific objects, you can also adjust the material properties.
To do this, you can play around with the colors of the materials, as well as their Specularity and Gloss. (There are other options, but these are the ones I use most frequently.)
You can also adjust the amount of ambient light the material receives. This is done by selecting the object, hit F5 (or click the Shading button), then the Material button. Click on the Shaders tab, then look down to the Amb slider. It is normally set to 1.000. You can adjust this from 0 to 1.000. The higher the number (the further to the right), the more ambient light the material will recieve, and vice versa. I've found this helpful in reducing the "shininess (sp)" of floors walls etc.
ZURI wrote:You can also use lightmaps. Andylegate has a very usefull tutorial at the GoMa. http://www.guildofmaintainers.org/gomaw ... gLightMaps
Dunno if this was helpful.
N. Sigismund wrote:You can also use Vertex painting to paint on the shadows and whatnot. :p
I started with a similar idea, by the way. Small ages are hard to work with sometimes, though.
ZURI wrote:No, no, you're doing just fine. My first age was a large "outdoor" age, and found it to be much harder than a smaller "indoor" setup.
Yes, you can use a Sun Lamp for indoor uses. The only major problem that you will run into is the shadows from avatars will face away from wherever the Sun is. The "Walls" that you create will not stop the "sun" from shining through. For the most part, this is not a major ordeal. I use them on my "Tunnel" age that is in progress and it is not that noticable. In the end, I may rework things and replace them with spots - but for now they serve their purposes.
As far as lightmaps are concerned... they're really not that hard to use. However, it is best to create them last,.... after the age is complete.
Vertex painting allows your to blend two objects together. For example, if you have a column, and would like to make the bottom grungy, and the rest a shiny marble (without creating a complex texture) - you can use Vertex Painting to do so. There is a great tutorial on this in the Wiki. It is really, really easy to do (not over-exagerating), but can become very difficult quickly if used on a complex mesh. There are also issues with the transparency allowing you to see "through" the mesh to other parts of the age. I have found a workaround for this, by creating a low-poly mesh of the object - making it a bit smaller and removing the textures and giving it a black material with 0 gloss, 0 specularity, and 0 ambient. The Low-poly object should be "inside" the Vertex Painted objects and merely block the line-of-site.
Sorry, I don't want to confuse you.... However, it's a great tool. Just don't overuse it. It can eat framerates on slower machines.
Edit... For clarity. You don't use Vertex Paint for shadows. You use it to create transparency that will blend 2 or more objects together. You Can however, use Texture Painting to add custom shadows. Do keep in mind that you'll need to make the texture "single use" or it will add shadows on ALL objects sharing the single texture. The Shadows themselves will show up on the texture, and depending on how you use the UV-Map, it can have beneficial results or quite the opposite.
Rabenschwinge wrote:Vertex painting sounds interesting, can´t imagine a situation yet, where I would need it - if it really eats framerates, I´ll stay away from it, at least for now.
Lontahv wrote:Rabenschwinge wrote:Vertex painting sounds interesting, can´t imagine a situation yet, where I would need it - if it really eats framerates, I´ll stay away from it, at least for now.
I just wanted to clarify that Zuri wasn't referring to vertex paint eating frame-rates but a method called baking or texture painting (comes out to about the same thing). Vertex paint is something that is on all your meshes; however, it is not visible because it is all set to white. It is a great way to simulate light, however, the resolution of the mesh is the resolution of the vertex paint. If you want to add more detail to your lighting, do not subdivide your mesh. Use a separate image with the lighting/shadows stored in it (think overlay).
Rabenschwinge wrote:Has anyone a hint for me, what could cause my wall texture on the 4th wall to be turned by 90 degrees? (the other three wall textures are just doing fine - the four walls share the same material and texture.)
ZURI wrote:Edit... For clarity. You don't use Vertex Paint for shadows.
Lontahv wrote:Rabenschwinge wrote:Has anyone a hint for me, what could cause my wall texture on the 4th wall to be turned by 90 degrees? (the other three wall textures are just doing fine - the four walls share the same material and texture.)
Rotate the unwrapped mesh in the UV Editor.
Lontahv wrote:Sorry about the misinformation Rabenschwinge.I know about soft-volumes, but didn't want to confuse you more than I probably already had.
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