sun light techniques

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4 comments, last by cwhite 18 years ago
Can anyone out there recommend a good resource for learning about sun light and color for 3d environments. Not specifically how to do it, but more theory on color and brightness. Im working on a 3d environment that works with 24 sun and moon cycles, so I want to get the gist of how world lighting should work as the sun rises and sets. Any help with this would be grrreat, thanks!
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There was a gdmag article a few years ago by Naty Hoffman on how to calculate sun and sky colors for different amounts of haze, daytime, etc. You can probably find it on gamasutra.com by searching for author.
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Speaking of varying sunlight, I was just playing Black and White 2 and the sunlight system is awesome. You can also change it and watch the day go by quickly. That's definately a cool thing to work on.
There's a lot of good stuff at vterrain.org as well as an article by Sean O'Neil here on gamedev, as well as on his site. The source code to the demo for the Naty Hoffman article is available at gdmag.com and a paper by Naty Hoffman and Arcot Preetham is available at ati.com [pdf].
Hope those links help you some!
Out of curiosity, why do you need a day/night cycle system?
Quote:Original post by hplus0603
There was a gdmag article a few years ago by Naty Hoffman on how to calculate sun and sky colors for different amounts of haze, daytime, etc. You can probably find it on gamasutra.com by searching for author.


There's also a good article by Michael Gehling in the current issue of GDMag (the one they were giving away for free at GDC) on creating dynamic skyscapes using a pretty simple parameterized model that gives the artist a lot of control over how the sky should look (it's kindof hard to get a stylish sky out of the classic Preetham paper).

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