Difference between revisions of "Lighting"

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'''TODO''': Cover other level parameters, such as HDR points, saturation, and sky brightness. These parameters are covered in the [[Script Parameters]] page, so might want to take care to not duplicate too much of the information and maybe include a link to that page<br>
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'''TODO''': Expand sun section to say how to get a "sun" and a "moon" effect
  
 
== Sunlight ==
 
== Sunlight ==
The sun allows you to cast dynamic, single-directional light throughout a level. You can use it to simulate either a sun (more direct light) or a moon (more ambient light)
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The sun allows you to cast dynamic, single-directional light throughout a level.<br>
 +
You can use it to simulate either a sun (more direct light) or a moon (more ambient light)
  
Double click the sun in the sky to select it.
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<br clear=all>
Double click well outside of the sun editor to deselect it (the normal Q for "deselect all" isn't working right now)
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[[Image:Sun_editor.jpg|left|thumb|The sun editor]]
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{{#ev:youtube|https://www.youtube.com/watch?v=DUaBoNEUcVI||right|||start=267}}
  
Move the sun by clicking on the middle of it and dragging it around the sky.
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<br clear=all>
Change the sun color by dragging the dot around the outer ring.
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==== How to adjust the sun ====
Change the sun intensity by clicking ''just'' outside the outer ring and drag it.
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* Select the sun in the sky (double click it)
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* Move it by clicking on the middle and dragging it around
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* Change the color by dragging the dot around the outer ring
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* Change the intensity by clicking ''just'' outside the outer ring and dragging it
  
If you have problems clicking it, or would prefer a numeric editor, simply hit hit <kbd>Y</kbd> to open the scenegraph. Expand "level" to find the Sun parameters.
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To deselect the sun, double click well outside of the sun editor ('''Note''': the normal Q for "deselect all" isn't working right now)
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==== How to edit the parameters directly ====
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If you have problems clicking it, or would prefer a numeric editor:
 +
* Press the <kbd>'''Y'''</kbd> key to open the Scenegraph
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* Expand '''level''' to find the Sun parameters
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 +
<br clear=all>
  
 
== Point lights ==
 
== Point lights ==
 
Point lights allow you to cast omni-directional light from a point in the level.
 
Point lights allow you to cast omni-directional light from a point in the level.
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{{#ev:youtube|https://www.youtube.com/watch?v=wOL0LJBRcas||right|||start=64}}
  
Top Bar -> Load -> Lighting -> Dynamic Light. The cursor will turn into a plus symbol. Now click in level to place the dynamic light.
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==== Adding a dynamic light: ====
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* '''Top Bar''' -> '''Load''' -> '''Lighting''' -> '''Dynamic Light'''
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* The cursor will turn into a plus symbol
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* Click in level to place the dynamic light
  
To change the light's area of influence, double click it and hold E while clicking and dragging on its bounding box. Note that this only changes the light's area of influence, not how much light it outputs. So if you want to make the light cover a larger area you'll have to both make its area of influence larger, and also increase its brightness using its overbright slider.
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==== Changing the size of a dynamic light ====
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* Select the light - <code>'''double click'''</code>
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* Hold <code>'''E'''</code> while clicking and dragging on its bounding box.
  
To change the color of the light, select it and hit CTRL + P to open the "color picker". Adjust the color with the color selector, or RGB at the bottom. The "overbright" slider increases the brightness of the light.
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Note that this only changes the light's area of influence, not how much light it outputs.<br>
  
If you need an "area light" (non-spherical) effect, you can either use shadow decals to shape the light, or you can place multiple dynamic light objects, or some combination of both. Be careful to both look at how the lights affect static objects in the scene, and how they affect characters that walk through them.
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==== Making a dynamic light brighter ====
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* Select the light - <code>'''double click'''</code>
 +
* Open the color picker - <code>'''Ctrl + P'''</code> (<code>'''Command + P'''</code> on mac)
 +
* Change the <code>'''Overbright'''</code> setting
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 +
==== Adjusting dynamic light color: ====
 +
* Select the light
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* Hit <code>'''CTRL + P'''</code> (<code>'''command + P'''</code> on mac) to open the '''Color Picker'''.
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* Adjust the color with the color selector, or '''RGB''' at the bottom.
 +
 
 +
==== Shaping the dynamic light ====
 +
Dynamic lights are always spherical right now.
 +
If you need an "area light" effect that isn't a sphere, there are a few options:
 +
* Use [[Lighting#Shadow_decals|Shadow Decals]] to shape the light (you have to enable this in the level first. See [[Lighting#Dynamic_lights_and_shadows|this section below]])
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* Place multiple dynamic light objects
 +
* Some combination of both of the above
 +
 
 +
Be careful to both look at how the lights affect static objects in the scene, and how they affect characters that walk through them.
 +
 
 +
<br clear=all>
  
 
== Shadow decals ==
 
== Shadow decals ==
Shadows from sunlight are taken care of automatically. However this only allows one level of shadowing, and doesn't handle ambient occlusion (shadowing of indirect light reflections). Shadow decals ("Ambient Shadows") allow you to manually place decals which simulate this ambient occlusion effect. This can help you visually anchor objects more realistically in the scene, and replicate effects like darkening around corners, and inside cubbyholes.
+
Shadows from sunlight are taken care of automatically.
 +
 
 +
However this only allows one level of shadowing. This doesn't handle ambient occlusion (shadowing of indirect light reflections).
 +
 
 +
Shadow [[Custom Decals|decals]] ("Ambient Shadows") allow you to manually place decals which simulate this ambient occlusion effect.<br>
 +
This can help you visually anchor objects more realistically in the scene, and replicate effects like darkening around corners, and inside cubbyholes.
 +
 
 +
<br clear=all>
 +
{{#ev:youtube|https://www.youtube.com/watch?v=wOL0LJBRcas||right|||start=15}}
 +
[[File:Ambient shadow decals.png|600px|Ambient Shadow Decals's effect on light]]
  
Top Bar -> Load -> Lighting -> Ambient Shadow. The cursor will turn into a plus symbol. Now click in level to place the ambient shadow decal.
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<br clear=all>
 +
==== Adding a shadow decal: ====
  
Double click the ambient shadow decal, and hold E while clicking and dragging on its bounding box (or while shift + right-clicking and dragging on a side to only stretch in that direction). This will let you increase the spread of its effect.
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* ''Top Bar -> Load -> Lighting -> Ambient Shadow''.<br>
 +
* The cursor will turn into a plus symbol.<br>
 +
* Now click in level to place the ambient shadow decal.
 +
 
 +
==== Resizing a shadow decal: ====
 +
 
 +
Double click the ambient shadow decal, and hold E while clicking and dragging on its bounding box (or while shift + right-clicking and dragging on a side to only stretch in that direction).<br>
 +
This will let you increase the spread of its effect.
  
 
'''Note''': Ambient shadow decals will not create shadows if they in direct light. This is because they're for simulating indirect shadowing. Direct shadowing is already handled by placing objects in the world.
 
'''Note''': Ambient shadow decals will not create shadows if they in direct light. This is because they're for simulating indirect shadowing. Direct shadowing is already handled by placing objects in the world.
  
[[File:Ambient shadow decals.png|600px|Ambient Shadow Decals's effect on light]]
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<br clear=all>
  
=== Affect on dynamic lights ===
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== Dynamic lights and shadows ==
  
By default, no objects cast shadows from dynamic point lights. This is for performance reasons.
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By default, no objects cast shadows from dynamic point lights (besides the sun). This is for performance reasons.
  
 
Normally ambient shadow decals also will not create shadow from dynamic point lights, because that would be shading direct light, and they don't work that way.
 
Normally ambient shadow decals also will not create shadow from dynamic point lights, because that would be shading direct light, and they don't work that way.
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However you can use the <code>'''#SHADOW_POINT_LIGHTS'''</code> level Custom Shader to make it so shadow decals can shape point lights, so you can manually simulate this shadowing.
 
However you can use the <code>'''#SHADOW_POINT_LIGHTS'''</code> level Custom Shader to make it so shadow decals can shape point lights, so you can manually simulate this shadowing.
  
Hit <kbd>'''Y'''</kbd> to open the level's scenegraph, expand Script Params, and add a <code>'''Custom Shader'''</code> param, and hit Enter. Then type <code>'''#SHADOW_POINT_LIGHTS'''</code> in the value column and hit enter.  This will make ambient shadows affect the direct light from dynamic lights, an let you sculpt the light they cast, or let you create manual shadows.
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<br clear=all>
 
 
 
[[File:Shadow point lights shader disabled.png|400px|without #SHADOW_POINT_LIGHTS]]
 
[[File:Shadow point lights shader disabled.png|400px|without #SHADOW_POINT_LIGHTS]]
 
[[File:Shadow_point_lights_shader.png|400px|#SHADOW_POINT_LIGHTS Custom Shader setting]]
 
[[File:Shadow_point_lights_shader.png|400px|#SHADOW_POINT_LIGHTS Custom Shader setting]]
 
[[File:Shadow_point_lights_shader_enabled.png|400px|with #SHADOW_POINT_LIGHTS]]
 
[[File:Shadow_point_lights_shader_enabled.png|400px|with #SHADOW_POINT_LIGHTS]]
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 +
<br clear=all>
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==== Making shadow decals affect dynamic lights: ====
 +
 +
* Hit <kbd>'''Y'''</kbd> to open the level's scenegraph
 +
* Expand Script Params
 +
* Add a <code>'''Custom Shader'''</code> param
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* Hit <code>Enter</code> (not <code>tab</code>!)
 +
* Type <code>'''#SHADOW_POINT_LIGHTS'''</code> in the value column and hit enter
 +
 +
This will make ambient shadows affect the direct light from dynamic lights, an let you sculpt the light they cast, or let you create manual shadows.
  
 
[[Category: Tutorials]]
 
[[Category: Tutorials]]
 
[[Category: Modding]]
 
[[Category: Modding]]
 
[[Category: Overgrowth]]
 
[[Category: Overgrowth]]

Revision as of 10:47, 20 March 2018

This article is a stub. You should help Wolfire by expanding it.

TODO: Cover other level parameters, such as HDR points, saturation, and sky brightness. These parameters are covered in the Script Parameters page, so might want to take care to not duplicate too much of the information and maybe include a link to that page
TODO: Expand sun section to say how to get a "sun" and a "moon" effect

Sunlight

The sun allows you to cast dynamic, single-directional light throughout a level.
You can use it to simulate either a sun (more direct light) or a moon (more ambient light)


The sun editor


How to adjust the sun

  • Select the sun in the sky (double click it)
  • Move it by clicking on the middle and dragging it around
  • Change the color by dragging the dot around the outer ring
  • Change the intensity by clicking just outside the outer ring and dragging it

To deselect the sun, double click well outside of the sun editor (Note: the normal Q for "deselect all" isn't working right now)

How to edit the parameters directly

If you have problems clicking it, or would prefer a numeric editor:

  • Press the Y key to open the Scenegraph
  • Expand level to find the Sun parameters


Point lights

Point lights allow you to cast omni-directional light from a point in the level.

Adding a dynamic light:

  • Top Bar -> Load -> Lighting -> Dynamic Light
  • The cursor will turn into a plus symbol
  • Click in level to place the dynamic light

Changing the size of a dynamic light

  • Select the light - double click
  • Hold E while clicking and dragging on its bounding box.

Note that this only changes the light's area of influence, not how much light it outputs.

Making a dynamic light brighter

  • Select the light - double click
  • Open the color picker - Ctrl + P (Command + P on mac)
  • Change the Overbright setting

Adjusting dynamic light color:

  • Select the light
  • Hit CTRL + P (command + P on mac) to open the Color Picker.
  • Adjust the color with the color selector, or RGB at the bottom.

Shaping the dynamic light

Dynamic lights are always spherical right now. If you need an "area light" effect that isn't a sphere, there are a few options:

  • Use Shadow Decals to shape the light (you have to enable this in the level first. See this section below)
  • Place multiple dynamic light objects
  • Some combination of both of the above

Be careful to both look at how the lights affect static objects in the scene, and how they affect characters that walk through them.


Shadow decals

Shadows from sunlight are taken care of automatically.

However this only allows one level of shadowing. This doesn't handle ambient occlusion (shadowing of indirect light reflections).

Shadow decals ("Ambient Shadows") allow you to manually place decals which simulate this ambient occlusion effect.
This can help you visually anchor objects more realistically in the scene, and replicate effects like darkening around corners, and inside cubbyholes.


Ambient Shadow Decals's effect on light


Adding a shadow decal:

  • Top Bar -> Load -> Lighting -> Ambient Shadow.
  • The cursor will turn into a plus symbol.
  • Now click in level to place the ambient shadow decal.

Resizing a shadow decal:

Double click the ambient shadow decal, and hold E while clicking and dragging on its bounding box (or while shift + right-clicking and dragging on a side to only stretch in that direction).
This will let you increase the spread of its effect.

Note: Ambient shadow decals will not create shadows if they in direct light. This is because they're for simulating indirect shadowing. Direct shadowing is already handled by placing objects in the world.


Dynamic lights and shadows

By default, no objects cast shadows from dynamic point lights (besides the sun). This is for performance reasons.

Normally ambient shadow decals also will not create shadow from dynamic point lights, because that would be shading direct light, and they don't work that way.

However you can use the #SHADOW_POINT_LIGHTS level Custom Shader to make it so shadow decals can shape point lights, so you can manually simulate this shadowing.


without #SHADOW_POINT_LIGHTS #SHADOW_POINT_LIGHTS Custom Shader setting with #SHADOW_POINT_LIGHTS


Making shadow decals affect dynamic lights:

  • Hit Y to open the level's scenegraph
  • Expand Script Params
  • Add a Custom Shader param
  • Hit Enter (not tab!)
  • Type #SHADOW_POINT_LIGHTS in the value column and hit enter

This will make ambient shadows affect the direct light from dynamic lights, an let you sculpt the light they cast, or let you create manual shadows.