propose some lightning formula

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0 comments, last by kauna 9 years, 10 months ago

I was saying about the rasterizer i wrote, specificaly i would like to talk about lightning

[attachment=22246:titi.jpg]

I got some simple flat vertex shading there - i could combine colors and light positions but as far as i experimented this all gives strong plastic feeling (this is a doom for me) i got no idea how to overcome this

could maybe some propose something to improve the shading there, i suposse there are people here who know how to colorize things to look better

my current coloring formula is

static float3 lightDir1= {0.2, -1.6, -1.7 };
static float3 lightDir2 = {0.5, -0.7, 20.3 };
static float3 lightDir3 = {-0.5,-0.3, -0.6 };
static float3 lightDir4 = {-0.5, 1.3, 0.6 }; //+ normalize it
lightColor1= {.2, .4, .25 };
lightColor2 = {.45, .21, .3 };
lightColor3 = {.2, .4, .3 };
lightColor4 = {.21, .3, .4 };
float s1 = dot(normal, lightDir1);
float s2 = dot(normal, lightDir2);
float s3 = dot(normal, lightDir3);
float s4 = dot(normal, lightDir4);
if(s1<0) s1*=-1;
if(s2<0) s2*=-1;
if(s3<0) s3*=-1;
if(s4<0) s4*=-1;
r*= .1 + (s1*lightColor1.x + s2*lightColor2.x + s3*lightColor3.x+ s4*lightColor4.x);
g*= .1 +(s1*lightColor1.y + s2*lightColor2.y + s3*lightColor3.y+ s4*lightColor4.y);
b*= .1 + (s1*lightColor1.z + s2*lightColor2.z + s3*lightColor3.z+ s4*lightColor4.z);
// + clipping 0 - 255
is there an option to make this lightning better - i mean more matt or more metalic or something - are there some easy tutorials how to improve lightning
(with no such things as radiocity ofc this looks great but far to slow)
if someone would provide something i could run it right away and present the results
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You could:

- add specular hilites, shadow mapping

- look into physical based lighting models

Cheers!

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