How to set lights for 3d models?, problem is , i set point light in cameraposition, when ever i revolve the camera object doesn't look good it becomes more artificial(like darker in one side and brighter in another side),and when i use directional lighting its so brighter objects becomes white how to reduce the intensity of the directional light..?and how do i do some good real 3d lighting ..!! suggest me some tutorials or send me some links for that...!
Crossbones+ - Reputation: 7126
Posted 23 April 2014 - 06:17 AM
Could you give more details:
1. What graphics API are you using (OpenGL,DirectX, other) ?
2. Do you have some screenshots ? (you know, pictures tell more than 1000 words).
3. Do you have some code sniplet to demonstrate how you setup your lighting ?
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
Members - Reputation: 844
Posted 23 April 2014 - 09:53 AM
If you use pixel shader you can reduce the light intensity using a factor value who is mul at the end of lighting equation :
LightIntensity * LightColor * (NdotL + SpecFactor)
About the dark zone, the result depends on your attenuation factor, the equation now become :
LightIntensity * LightColor * (NdotL + SpecFactor) * Attenuation
You can use smooth-step interpolation using Begin and End params to have easy setup.
If you have a light who is near of a plane surface, the light will not bounce like the real world.
To achieve that you have to write a Global Illumination real time or generated, using generated, you will have to not move the light.
If you are new in the world of lighting equation, I suggest you to not try to achieve Global Illumination (GI) before you understand lighting.
Edited by Alundra, 23 April 2014 - 09:56 AM.