Ambient lighting / god rays / sun rays
Dictator93
Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
Any word from the Dev's when ambient lighting/ god rays/ sun rays's will be reimplimented into the game? They looked quite awesome and add a hell of a lot of atmosphere to the graphics. Perhaps make it a toggle-able option in the graphics menu for those with powerful enough PC's to use it? Any response from Max or Charlie would be awesome. Thanks!
Comments
You know, ambient light but from an religious mind. Remember the video (one of the first) where you can see the fan vent moving and the outside light come across it showing light and shadows...
We here call them sun shafts.
Wouldn't that be cheap, fake god rays?
If it worked for NS1/Unreal/Unreal Tournament it would certainly work now :P
...and animate them all by hand so they line up perfectly with every rotating fan/swinging light/opening and closing steel shutters in the level?
Its a stupid term, what they are describing are volumes of light. Eg: a room with dusty air, and if you shine a spot light through it, the volume of the light will light up the dust in the path and it will create a ray.
I suspect we will eventually get some fancy effects going, but first and foremost comes:
-DI
-Fog
When all of these piece come together its going to be really atmospheric.
Is there another kind of god?
It's quite an expensive effect, it'd probably be a better idea to focus optimizing the current effects in the game before adding something like that. Let's make it a bit better before it gets worse ;)
As others have said, it's possible to 'fake' this effect with models textured with a transparent texture instead of the engine dynamically calculating and creating geometry in real-time. Valve did it with Half Life 2 and with some of the window-shutters in Left 4 Dead 2.
<a href="http://www.youtube.com/watch?v=plcPDyLlDe0" target="_blank">Here's a nice video</a> of it in action in Stalker.
Engine itself holds alot of promise for future effects as time goes on.
DI is a gameplay element.
Engine itself holds alot of promise for future effects as time goes on.
DI is a gameplay element.<!--QuoteEnd--></div><!--QuoteEEnd-->
i agree, but volumetric lighting is done already, its in the demo vids. DI on the other hand is a make-or-break feature for me.
<a href="http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s" target="_blank">http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s</a>
<a href="http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s" target="_blank">http://www.youtube.com/watch?v=yH-SH1Iw6TY#t=1m05s</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly
There's already plenty of pretty games out there that play like garbage. So, I say, get all the good gameplay in and working flawlessly first, then make it look pretty.
Bumped in case anyone glossed over his answer... (which it looks like many have.)