New Lighting

Screen Shot 2015-09-13 at 12.29.16 Screen Shot 2015-09-13 at 12.12.59 Screen Shot 2015-09-13 at 12.24.47

Just some random interiors with the new particle lighting, lighting, particles, room decor, etc


Particle Lighting

First off what is it?

Basically it is a deferred lighting system, but based on particles. so there can be many lights that behave as particles, with color, size and position attributes.

Q. Are they difficult?

A. No, because they slot directly into the Rameses 3d system. you only need to change the particle type to ‘Light’

Here’s a shot of a simple white orb light entered on the main figure:

Screen Shot 2015-09-02 at 14.05.51

And here is the exact same light particle, but with and added color tint based at the location of the candle:

Screen Shot 2015-09-02 at 14.04.57

You can see that the red/yellow color gives a nice warm feel, and if you look closely, you can see that the same color is present in the main character

Rameses Texturing

I recently had someone ask about textures and I explained about how Rameses does it’s stuff. so here is a quick primer:

we need a basic 3d shape, a cube is fine. You can see that the default cube has different coloured vertexes:

Screen Shot 2015-09-01 at 07.01.45

OK, lets look at the texture parameters and the bitmap parameters. You can see the bitmap texture contains 42×27 matrix which the textures conform to:

Screen Shot 2015-09-01 at 07.02.32Screen Shot 2015-09-01 at 07.02.21

Now we add a texture to the cube, we’re just using the default mapping, so things will look a bit weird, but that can be what we want sometimes. Also note how the texture gets its color from the vertex colors:

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Adding a second textures increases the texture complexity:

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Setting the vertex colors to white now shows the textures in the correct color (although this might not be what you wanted?)

Screen Shot 2015-09-01 at 07.06.13

We can see that the textures are all skewed diagonally, se each set of faces needs some mapping to correctly orientate things. We do this per FACE (not by vertex):

Screen Shot 2015-09-01 at 07.06.40Screen Shot 2015-09-01 at 07.06.55

so the model now looks like this (with all the textures correct):

Screen Shot 2015-09-01 at 07.07.08

Lets remove the second texture and show just the first:

Screen Shot 2015-09-01 at 07.07.21

And now bring up the bump mapping:

Screen Shot 2015-09-01 at 07.07.56

Finally, lets add another texture to the second channel:

Screen Shot 2015-09-01 at 07.08.24

Here endeth the lesson