Orthographic Light source
Zuriki
Join Date: 2010-11-20 Member: 75105Members
<div class="IPBDescription">New lighting type (Sun)</div><b>DESCRIPTION</b>
<ul><li>Currently to simulate sunlight spotlights are used, this only works for enclosed areas (viewing through window or sky-light)</li><li>Suggesting adding a light source that uses orthographic projection for both light and shadows (as opposed to perspective projection of other lights)</li></ul>
<b>BENEFITS</b>
<ul><li>Allows for the use of believable sunlight in outdoor environments with shadow-casting</li><li>Corrects the perspective error of spotlights on windows (sunlight bending around the window frame)</li></ul>
<b>DRAWBACKS</b>
<ul><li>Requires programming of orthographic light/shadown projection</li><li>Requires programming of editor tool regarding the use of orthographic light sources</li><li>May interfere with crepuscular ray code</li><li>May require rewriting of large sections of lighting code</li></ul>
<b>GLOSSARY</b>
Orthographic projection refers to the use of parallel lines to project a shape (in 2-dimensions). This differs from perspective projection which uses lines that head out from a single source in 3-dimensions. Search "orthographic projection" on Google for a better description.
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<ul><li>Currently to simulate sunlight spotlights are used, this only works for enclosed areas (viewing through window or sky-light)</li><li>Suggesting adding a light source that uses orthographic projection for both light and shadows (as opposed to perspective projection of other lights)</li></ul>
<b>BENEFITS</b>
<ul><li>Allows for the use of believable sunlight in outdoor environments with shadow-casting</li><li>Corrects the perspective error of spotlights on windows (sunlight bending around the window frame)</li></ul>
<b>DRAWBACKS</b>
<ul><li>Requires programming of orthographic light/shadown projection</li><li>Requires programming of editor tool regarding the use of orthographic light sources</li><li>May interfere with crepuscular ray code</li><li>May require rewriting of large sections of lighting code</li></ul>
<b>GLOSSARY</b>
Orthographic projection refers to the use of parallel lines to project a shape (in 2-dimensions). This differs from perspective projection which uses lines that head out from a single source in 3-dimensions. Search "orthographic projection" on Google for a better description.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Please post a <b><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc--></b> or <b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->-1<!--colorc--></span><!--/colorc--></b> in your post, <u>make the vote visible</u>.<!--colorc--></span><!--/colorc-->
Comments
Except, woop woop! :D
As in, you make a light, then set the emission area, and it projects in a direction, so you can make localised orthographic lights rather than just one for the entire level coming from the skybox or something.
As in, you make a light, then set the emission area, and it projects in a direction, so you can make localised orthographic lights rather than just one for the entire level coming from the skybox or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, that is what I mean by this, I used the example of a sun because typically, that's what it's used for.
As in, you make a light, then set the emission area, and it projects in a direction, so you can make localised orthographic lights rather than just one for the entire level coming from the skybox or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
That is how it will work.
In spark it would be much simpler, you create an emission plane and set the angle, and it traces lines of light from points all over that plane. Instead of tracing many lines outward from a point at all angles, it traces lines outward from all points on a plane at one angle.