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mapping:cawe:lighting [2007-10-23 23:01] Carsten |
mapping:cawe:lighting [2007-10-24 23:12] Carsten Augmented the text |
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Even better, Radiosity lighting results looks stunningly good. No matter what hardware vendors tell you about their latest products, no matter what game developers tell you about dynamic lighting (as I too do, see below), none of these techniques can beat the realism of lighting generated by Radiosity methods. Based on an accurate physical model, the natural propagation and appearance of lights and shadows is unique to Radiosity methods. | Even better, Radiosity lighting results looks stunningly good. No matter what hardware vendors tell you about their latest products, no matter what game developers tell you about dynamic lighting (as I too do, see below), none of these techniques can beat the realism of lighting generated by Radiosity methods. Based on an accurate physical model, the natural propagation and appearance of lights and shadows is unique to Radiosity methods. | ||
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+ | The Radiosity method also handles //area light sources// without special measures, but as a natural part of the algorithm. Area light sources are an important key feature, because they are the main contributors to a realistic lights and shadows distribution with diffuse reflections and soft shadows. | ||
+ | This is contrary to dynamic lighting, where lights are only points in space, soft shadows are always the result of some kind of trick, diffuse reflections are not possible at all, and a physical model is never involved. | ||
For these reasons, Radiosity was the first lighting technique implemented in Ca3DE. | For these reasons, Radiosity was the first lighting technique implemented in Ca3DE. | ||
Here is an overview of the available Radiosity light sources and how they are created in a map: | Here is an overview of the available Radiosity light sources and how they are created in a map: | ||
- | - As Radiosity lights are true //area light sources//, you can turn any solid surface in a Ca3DE map into a Radiosity light. | + | - Any brush or Bezier patch surface that you place in a CaWE map can be turned into an //area light source//. |
+ | This however is not done directly in some dialog in the CaWE editor. Rather, ... | ||
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