Highlights w/ Vertex Lighting??
Blitz3D Forums/Blitz3D Programming/Highlights w/ Vertex Lighting??
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Hi, Does anyone know if it's possible using vertex-lighting techniques to ''light'' an object so as to create highlights as you might get when using basic DX7 lights (eg. with a mesh's shininess set to 1.0) ?! I've not been able to color a vertex/object above it's default 100% diffuse (textured-)color... which makes sense I understand, but it there a 'trick' to create some additive effect to it (ie. without using lightmapping)...?! Thanks, Danny |
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Tried LightMesh()? |
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yep vertex painting can get you some very good results screen grabs form blitz, no lights just ambient set at 200 so the colours dont get washed out i used lightwave but i think any program where you can bake the lighting to the mesh should work NO vertex map & 1 tile ![]() ----------------------------------------------------------------------- with vertex map & 1 tile, 6k tris ![]() ![]() |
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Thanks Gfk / Scribbla, But what I mean is if it's possible to create really heavy burned out WHITE HIGHTLIGHTS as you get when using very bright dx7 lights. FOr example a default red (255,0,0) sphere with a bright point light close next to it, will produce a 255,255,255 highlight on the red sphere. With vertex lights & textured objects, I've only been able to create diffuse (non specular) surfaces as scribbla demonstrates with his (very cool looking by the way!!!) images - everything still remains 100% diffuse! p.s. I haven't tried lightmesh because I'm using a range of light-shapes already coded myself... |
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Think you'll have a job getting convincing specular highlights simply using vertex colours - especially on low poly meshes. Any reason you can't use EntityShininess? |
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Entityshininess only reacts to DX7 lights. A vertex's color does not affect it's shininess. That's me whole point... :/ Guess it's not possible... so I'll put it on me xmas list then.. d. |
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memory who has not written the program but this is the version modified from me ;) no remember |
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Here's a picture to illustrate my question. As you'll see the bottom two spheres have bright highlights on them from the DX7 point-light AND setting entityShininess to 1.0. But you'll also see that the top-right sphere (done using vertex lighting) won't produce a highlight. So, could it possible somehow to create a highlight like that on a textured and vertex-lit object?? ![]() cheers, Danny |
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I think you'd need to work that out yourself... There has a couple of examples posted using a combination of cubemapping and normalmapping, to produce specular lighting on a mesh. Honestly can't remember the link though... It's on these forums somewhere... |
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Thanks Ross, I was hoping someone perhaps knew of a trick to do/fake this without additional textures... cheers, Danny |