Not sure if this is "Technical" or "Suggestion".
From what I can tell there is no rim lighting in Limit Theory.
I'm not sure how it used in games (shaders or actual lights?) but in real life and CGI rim lighting is used to help characters and objects "pop" from the background (not strictly realistic per se but it adds visual separation and appeal).
The image below is a quick Photoshopped mock-up GIF with 1) original excerpt from latest video 2) upper half rim lighting applied 3) upper and lower half rim lighting:
Post
Mon Mar 03, 2014 1:03 am
#2
Re: Rim lighting? with mock-up
This could be nice as long as it avoids the "where the hell is that light coming from?!" problem.
Specular or rim lighting effects where there's no natural light source to cast those rays from... ack.
Since these are ice asteroids, with presumably some translucency, maybe it's possible to have an effect where the reduced volume at the edge allows the light from the local star to shine through? A little cheating there to amp up the shine-through effect could yield something similar to a faux rim lighting effect, couldn't it?
(This is assuming you're facing toward the local star. If you're facing away, I'd think you'd get a more general flat illumination of any asteroids you're looking at relative to their backgrounds.)
Is this anywhere near accurate?
Specular or rim lighting effects where there's no natural light source to cast those rays from... ack.
Since these are ice asteroids, with presumably some translucency, maybe it's possible to have an effect where the reduced volume at the edge allows the light from the local star to shine through? A little cheating there to amp up the shine-through effect could yield something similar to a faux rim lighting effect, couldn't it?
(This is assuming you're facing toward the local star. If you're facing away, I'd think you'd get a more general flat illumination of any asteroids you're looking at relative to their backgrounds.)
Is this anywhere near accurate?
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Mon Mar 03, 2014 11:04 am
#3
Re: Rim lighting? with mock-up
That does like quite nice Thanks for the mock-up...I will try it
I don't think it's accurate because there isn't light coming from all directions...but who cares, it does wonders for the visuals..!
I don't think it's accurate because there isn't light coming from all directions...but who cares, it does wonders for the visuals..!
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
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Mon Mar 03, 2014 11:07 am
#4
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Rim lighting? with mock-up
That looks AMAZING. The mock-up? Wow.
It is impressive how much something so little adds. +10
Ignore this guy. The lighting looks cool even if there is no star.Flatfingers wrote:This could be nice as long as it avoids the "where the hell is that light coming from?!" problem.
It is impressive how much something so little adds. +10
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
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Mon Mar 03, 2014 11:20 am
#5
Re: Rim lighting? with mock-up
I like.
Probably needs to be toned-down a bit from this mock-up but that's no criticism. =)
Probably needs to be toned-down a bit from this mock-up but that's no criticism. =)
There is no "I" in Tea. That would be gross.
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Mon Mar 03, 2014 2:45 pm
#6
Re: Rim lighting? with mock-up
The nebula in the background looks like it would reflecting or emitting tonne of visible light. It may not be scientifically accurate, but might be a nice excuse
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Mon Mar 03, 2014 6:47 pm
#7
Re: Rim lighting? with mock-up
You'd be amazed at how much work on lighting set ups in TV and movies goes towards making you think that 5 separate light sources are all just coming from that one open window you can see.
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Mon Mar 03, 2014 7:10 pm
#8
Re: Rim lighting? with mock-up
Yes. But movies like Barry Lyndon are particularly awesome for not having fake light sources.McDuff wrote:You'd be amazed at how much work on lighting set ups in TV and movies goes towards making you think that 5 separate light sources are all just coming from that one open window you can see.
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Mon Mar 03, 2014 10:31 pm
#9
Re: Rim lighting? with mock-up
I like it!
Thanks for providing something visual I can comment on XergesXSX.
Thanks for providing something visual I can comment on XergesXSX.
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Tue Mar 04, 2014 3:03 am
#10
Re: Rim lighting? with mock-up
I like the 2nd one most. Lit from all directions looks a bit boring. No more shadows etc.
Would need to be toned down to not kill the 'dark' ambience I think.
fresnel / rim lighing combined with normal and light vector would be nice.
Then again, a big nebula doesn't have a light vector.
Which means we'd need to base it on some environment lightmap. Or GI.
Dunno.
Josh will have the right idea for it I guess
Would need to be toned down to not kill the 'dark' ambience I think.
fresnel / rim lighing combined with normal and light vector would be nice.
Then again, a big nebula doesn't have a light vector.
Which means we'd need to base it on some environment lightmap. Or GI.
Dunno.
Josh will have the right idea for it I guess
Post
Tue Mar 04, 2014 3:39 am
#11
Re: Rim lighting? with mock-up
Agreed. The game looks better as a result of the rim lighting in that mockup.
- The Snark Knight
"Look upward, and share the wonders I've seen."
"Look upward, and share the wonders I've seen."
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Tue Mar 04, 2014 1:14 pm
#12
Re: Rim lighting? with mock-up
Very good and very pretty. Lots of kudos for you!
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Thu Mar 20, 2014 12:00 pm
#13
Re: Rim lighting? with mock-up
Too much glow for me, these are rocks.
woops, my bad, everything & anything actually means specific and conformed
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Thu Mar 20, 2014 2:44 pm
#14
Re: Rim lighting? with mock-up
They're iceteroids... that's the whole point...
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Tue May 13, 2014 4:31 pm
#15
Re: Rim lighting? with mock-up
"As long as it's not lens flare"...
Camera effects really do work, if applied subtly. I agree rim lighting should scale with specular intensity of said object (dirt asteroid should produce less light than a metal or ice asteroid).
Camera effects really do work, if applied subtly. I agree rim lighting should scale with specular intensity of said object (dirt asteroid should produce less light than a metal or ice asteroid).