Faking Colour Bleeding in spark.
Ark
Join Date: 2009-08-15 Member: 68489Members
Ok, ill try this again. :)
Been messing around try to achieve some <a href="http://en.wikipedia.org/wiki/Color_bleeding_(computer_graphics)" target="_blank">colour bleeding</a> effect using negative lights. It's similar to what Mirrors Edge has going for it, except its not baked like in ME.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/E3OT6am2CAo"></param><embed src="http://www.youtube.com/v/E3OT6am2CAo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://uploading.com/files/8mb2d4ae/gi_test.rar/" target="_blank">Heres the level</a> if you want to take a look.
Basically i've coloured the walls with bright colours to exaggerate the effect.
You create a negative light (-10 etc on the lights intensity) then you choose the inverted colour of what you want (I.e. if you want a blue colour then select a yellow colour for the light, if you want a red colour then select a cyan colour for the light, etc).
Not too sure how much could be used in real NS2 maps, benefits mainly maps that have alot of colour and you'd need to place a light every colour changing surface. It could also take a performance hit aswell if theres many lights.
But i figure it could be used to some cool effects like coloured shadows and such.
Been messing around try to achieve some <a href="http://en.wikipedia.org/wiki/Color_bleeding_(computer_graphics)" target="_blank">colour bleeding</a> effect using negative lights. It's similar to what Mirrors Edge has going for it, except its not baked like in ME.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/E3OT6am2CAo"></param><embed src="http://www.youtube.com/v/E3OT6am2CAo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://uploading.com/files/8mb2d4ae/gi_test.rar/" target="_blank">Heres the level</a> if you want to take a look.
Basically i've coloured the walls with bright colours to exaggerate the effect.
You create a negative light (-10 etc on the lights intensity) then you choose the inverted colour of what you want (I.e. if you want a blue colour then select a yellow colour for the light, if you want a red colour then select a cyan colour for the light, etc).
Not too sure how much could be used in real NS2 maps, benefits mainly maps that have alot of colour and you'd need to place a light every colour changing surface. It could also take a performance hit aswell if theres many lights.
But i figure it could be used to some cool effects like coloured shadows and such.
Comments
Although i can't think of any, what do they use it for in mirror's edge?
Yes I remember that. That was cool.
Wouldn't it be like REALLY hard to do that here though? I mean you'd need to basically reconstruct every texture highlight with lights, which would lag horribly, and it is a bit limited in how you can place it.
It might work for hives though, they're really green, although the DI would presumably also be green so maybe not.
Another thing is if you look at the video as i move the main light around you'll notice that there's colour in the shadows that wouldn't be passable by just using a coloured light as you'd loose the shadows because of the lights illumination. This method allows you to add colour in the darker area of the map so the indirectly lit area's aren't always pitch black ala Doom3.