DOOM III In Daylight?
Hi,
I was just wondering...would DOOM III look as realistic in a daylight type of environment as opposed to dark sci-fi cooridors? Or was DOOM III''s graphics engine designed to look good only in dark sci-fi cooridors?
Thanx,
Ciph
I think they have some daylight scenes. For daylight they probably just add an ambient term to brighten the entire scene.
download the trailer (it''s now EVERYWHERE on the internet and on every cover CD known to man) and look at the starting bit when the elevator is going up the side of the mountain and judge for yourself.
I think that cranking up the ambient lighting would look poor, in contrast to the hard shadows and crisp lighting elsewhere.
they bether use one very big pointlight for the sun:D
(big point.. hehe:D you know what i mean.. big attentuation radius:D)
"take a look around" - limp bizkit
www.google.com
(big point.. hehe:D you know what i mean.. big attentuation radius:D)
"take a look around" - limp bizkit
www.google.com
The sun is usually represented as an infinite directional light with an additional ambient term.
A point light really isn''t suitable, because you''d see objects shadows heading off at incorrect angles.
A point light really isn''t suitable, because you''d see objects shadows heading off at incorrect angles.
if its far enough away it shouldn''t be an issue.. (espencially for small outscenes, like i guess are more regular in doom3 than full landscapes for example)..
does doom3 support directional lights? haven''t seen any yet..:D
"take a look around" - limp bizkit
www.google.com
does doom3 support directional lights? haven''t seen any yet..:D
"take a look around" - limp bizkit
www.google.com
haha, yeah, supporting direction lights in such an engine is just extra hassle when all you need to do is stick a point light at some large distance away
Supporting directional lights is no particular hassle, don''t know why they wouldn''t support ''em - it''s a drop in the bucket of an engine that size.
It''s also a performance win over a faked version with a point light - the lighting math is cheaper with a directional light, you don''t need to provide the same caps on shadow volumes, etc.
I''d be surprised if Mr. ''Master of Optimization'' Carmack left ''em out.
It''s also a performance win over a faked version with a point light - the lighting math is cheaper with a directional light, you don''t need to provide the same caps on shadow volumes, etc.
I''d be surprised if Mr. ''Master of Optimization'' Carmack left ''em out.
Yes, you do need to do the same "caps on stencil shadows" - no differing lighting model will help you if you''re inside the shadow volume. In fact, supporting direction lights can be a pain in the arse (excuse my French) - I support both but it''s just a pain maintaining both when our artists use nothing but point lights.
For reference, take this engine: http://www.4drulers.com/ . Same type as DOOM3 (ala less advanced) and they only support point lights.
And there''s really no big performance win at all considering you''re after 25fps in one scene with 6 lights, and 28fps in the scene that has 5 point lights and 1 directional.
For reference, take this engine: http://www.4drulers.com/ . Same type as DOOM3 (ala less advanced) and they only support point lights.
And there''s really no big performance win at all considering you''re after 25fps in one scene with 6 lights, and 28fps in the scene that has 5 point lights and 1 directional.
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