Smoothed falloff on PointLight, possible ?

Software: Away3D 4.x

OrtOfOn, Newbie
Posted: 13 September 2011 04:18 PM   Total Posts: 9

Hi,

I always wanted to do this with Away3D 4… but I don’t know how.

Can we render a “gradient” falloff of a pointLight in Away3D 4? Like in the demo below:

http://blog.aerys.in/2011/09/04/gravity-demo/


For the moment, the pointlight falloff is straight and has no attenuation on its edge.

An idea?

Thx

Q.

   

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Alejandro Santander, Administrator
Posted: 13 September 2011 08:16 PM   Total Posts: 414   [ # 1 ]

Hey,

I don’t think this is possible in the current state of Away3D 4.x. Our lighting system discards illumination on fragments whenever the projection of the light vector on the normal vector is below zero, hence, lighting does not affect faces looking away from the light which is what you would need to make that sort of “inner glow”. We do have radius and fallow on point lights, but it just works on stuff looking toward the light.

It is very interesting though, and I suggest that you to make a feature request from this topic. I would personally love to be able to toggle the above mentioned lighting decisions on and off.

hth

   

OrtOfOn, Newbie
Posted: 13 September 2011 09:14 PM   Total Posts: 9   [ # 2 ]

I was thinking about “outer glow” in fact:
A glow finalizing the falloff edge of the light… like a real light smile

Indeed, that would be very nice to control that kind of effect with some parameters.
And if it’s based on the diffuse value of the light itself, it is even better!!
if the diffuse value is high, the glowing effect of the falloff must be smaller… if the diffuse value is low, then the glow is bigger, almost fading to transparent when diffuse approaching 0.

And if DirectionalLights could run in the same way, it would be perfect smile

Cheers

Q.


PS:
I love Away3D 4.x, I’m dreaming about 3D algorithms every night because you guys built a wonderful framework… I’m impressed every day.
But DirectionalLights ... I don’t like them smile
If you could handle them more like Spot Lights in 3DSMax, we will be able to handle Torch Lights easier in our game developments smile

 

 

 

   

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Alejandro Santander, Administrator
Posted: 13 September 2011 09:32 PM   Total Posts: 414   [ # 3 ]

Have you tried any filter3d stuff for that “outer glow” you mention?

   

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Alejandro Santander, Administrator
Posted: 30 September 2011 04:52 AM   Total Posts: 414   [ # 4 ]

Had a little chat with David Lenaerts about this. Another thing to try would be using an inverted normal map…

   

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theMightyAtom, Sr. Member
Posted: 30 September 2011 06:16 AM   Total Posts: 669   [ # 5 ]

http://away3d.com/forum/viewthread/723/

There’s a hack I found here for creating smooth falloff, demo here:
http://videometry.net/atomizer/atomizerTest.html

   
   

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