Friday, April 24, 2009

MHColour 2009 Update 9

I think I'm at the "tweaking till it looks right" stage with things now. I've removed the lighting parameters from the right side of the UI, as it appears as though there's no real need for them. Also, I went back to a semi radiosity inspired solution. Now I have textures casting light to create a colourmap, which is then blended with the original lightmap to produce the final result. Surfaces are subdivided into a 64x64 (max) grid, so that lighting is evenly distributed across larger surfs. For solid surfaces, the light is then projected out 8 units along the surface normal (adjusting for backfacing) to get the position. It looks great, and also gives precise positioning of colour sources. Because it creates much more clour sources than there were lights, it means more processing to get the final result, but you can't win 'em all. I think the end result of this one is going to be well worth it.

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