Choosing lights?
Hi,
I'm thinking about how to choose the right lights when lighting a geometry. Let's say the bumpmapping shader for object X supports max. 2 point lights and 1 directional light. I choose the point lights by range, position & attenuations of the pointlight. But how to choose directional and/or spotlights? Directional lights by angle, pointlights by attenuation, position and angle? Any good ideas on this topic?
Or, simply scrap directional and spotlights and use point lights all the way, simulating spot- and directional lights with them?
Directional light is useful for sunlight and is infinite - it lights all the scene so it would be wise to have only one directional light in the scene and use it for every object.
Actually I have a related question - how to choose lights for big geometry for example terrain?? First idea was to search for nearest lights for each quadtree node, but for example if there are many lights near each other then only nearest to the center of node will be rendered and also there may be lighting errors on the borders of adjacent nodes (each node uses different set of lights, but lights are overlapping so there is a visible border between nodes).. Calculating lights for each triangle would be too expensive and also then quadtree rendering wouldn't be possible..
How it is done in Doom3 or farcry indoor geometry large surfaces??
Actually I have a related question - how to choose lights for big geometry for example terrain?? First idea was to search for nearest lights for each quadtree node, but for example if there are many lights near each other then only nearest to the center of node will be rendered and also there may be lighting errors on the borders of adjacent nodes (each node uses different set of lights, but lights are overlapping so there is a visible border between nodes).. Calculating lights for each triangle would be too expensive and also then quadtree rendering wouldn't be possible..
How it is done in Doom3 or farcry indoor geometry large surfaces??
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