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I had an idea ( although I dont know how this would be implemented in a realtime engine).

I have been using C4D for about 7 years now and there is a feature in it that allows you to control the various properties of a light object.

Basically it allows you to tell the light which objects to illumintae. Whether that light illuminates a certain object or if the light just generates a shadow for that given object. There is an inclusion/exclusion list where you just drag and drop objects.

The idea would be to bake the GI/Raydiosity values into your maps.The values of the maps would be displayed at full luminance ( if you added moving lights/shadows you could use an additive function over the top to recreate realistic lighting). Then your point lights ( with hard shadows) would only illuminate the character or prop you are adding and then generate a shadow map that would be projected onto the backgraound. The light wouldnt have to light the background at all unless you wanted it to.

Hopefully this downt sound too hair brained and if it is somebody please tell me.

cheers,
-Danny
i had similar ideas a year ago, there were a lot of screenshots and experiments i did with bink. but i cant find that thread...

/edit:
i could not find the thread...
but some pics - dim3 REALTIME. (:

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Pic 1

[Image: Screen5.jpg]
Pic 2

[Image: Screen3.jpg]
Pic 3

[Image: wtf-2.jpg]
Pic 4
No Imon, he's talking about something else. Smile
We just baked the textures in C4D and imported the map as a model.
I think DannyM is talking about Dim3 calculating Radiosity/Light maps/etc. which, I think, Brian said won't be added. Sad
Try the ray-traced lighting, it does the same thing but in real time (i.e., moveable light sources.) You'll need a faster machine for that, though, and it's still a little rough.

[>] Brian
Oh No Im talking about baking GI within C4D or some other 3d package.

Your renders look amazing. I have used light domes to generate similar texture maps but I cannot get them into DIM with the UV's intact. How did you do those bakes textures they look great.

-Danny
DannyM Wrote:Oh No Im talking about baking GI within C4D or some other 3d package.

Your renders look amazing. I have used light domes to generate similar texture maps but I cannot get them into DIM with the UV's intact. How did you do those bakes textures they look great.

-Danny
thanks Smile
ambient occlusion + global illumination + illumination > baked into the texture.
its the whole model with one huge texture, imported into dim3 as a "model". the collision works with an invisible model, built into the c4d-model.
Hey! I just noticed-you don't need to make an invisible collision box anymore--now dim3 automaticly can do per poly on objects now. But then you couldn't shoot :O.
ccccc Wrote:But then you couldn't shoot :O.

Explain?
Even though you can now walk inside objects (per poly collision), I don't think Brian has added the ability to shoot through the open space inside models. iow, if you made a model of a boat, you could walk in it, to different rooms and such, but when you shoot the shot will collide if it's within the collision box/cylinder Wink.

missile launcher *boom* XD
Bah, that's gotta get fixed. :P
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