by Fuzzy » Fri Apr 13, 2007 4:08 am
lovely scenery btw. you could also reduce computational needs by overlaying dark actors over the various dark areas, and making them somewhat tranparent.
in your rendering stage, make two images. in one, use the full lights everywhere. Full ambient light. in the second one, render with the lights. load as layers into photoshop or gimp and subtract the two. use the result as an alpha mask. samples to come.
Pardon the reversed order. its 3 2 1 and it should be 1 2 3.
Now the final image, Sample Negative as Alpha mask.png should be changed into an alpha mask and saved alone in an image. This will cast a shadow of greater or lesser depth over parts of the play area. Fine tune this with the actor tranparency control.
You may have to cut the image up depending on how the scenery lays, like if you need to walk in front or behind something.
if you dont know how to do that, let me know what application you use for modifying pixels, and I will tell you.
If you really want, I will do a demo.
- Attachments
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![Sample Negative as Alpha mask.png (7 KiB) Viewed 1420 times Sample Negative as Alpha mask.png](download/fileefd9.php?id=218&t=1)
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![Mask Sample2.png (2 KiB) Viewed 1412 times Mask Sample2.png](download/file3280.php?id=219&t=1)
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![Mask Sample.png (7.94 KiB) Viewed 1416 times Mask Sample.png](download/file55b5.php?id=220&t=1)
Last edited by
Fuzzy on Fri Apr 13, 2007 4:35 am, edited 4 times in total.
Mortal Enemy of IF....THEN(and Inspector Gadget)
Still ThreeFingerPete to tekdino