[Suggestion] Lighting transition on cave exit/entry using two variables and a light source + fog
dottedfish
Germany Join Date: 2014-11-22 Member: 199755Members
The new method for cave lighting works relatively well I have found. A suggestion I have is this:
Have two variables
V1: expected cave lighting and
V2: outside light (depending on time of day, depth and visibility under water (murkyness etc.).
Simulate adjustment of the eye when entering / exiting caves depending on the delta of V1 and V2 using a light sources and fog at cave exits / entries.
For example a transition from daylight to a dark cave would be like this:
1) Delta between V1 and V2 turns off the light at the cave entrance
2) On entry of the cave darken player view for a bit, simulate the eyes having to adjust to the low light levels (check if that works well with occu where this happens naturally)
3) While being in the cave a light source at the entrance should shine according to the values of V2, thus reflect outside light conditions
4) On exit brighten the view and let the "eyes" adjust to the normal daylight.
Transition from night into a bright cave (bioluminescence)
1) Have a light source light up the cave entrance according to the value V1
2) on entry brighten the view for a bit then transition into cave light
3) The exit light source doesn't shine because V2 should be at night value levels. A fog could prevent light form leaking out of the cave too much
4) on exit darken the view and make it adjust to the night sea
This should work for all combinations
dark cave dark outside
dark cave bright outside
bright cave dark outside
bright cave bright outside
Have two variables
V1: expected cave lighting and
V2: outside light (depending on time of day, depth and visibility under water (murkyness etc.).
Simulate adjustment of the eye when entering / exiting caves depending on the delta of V1 and V2 using a light sources and fog at cave exits / entries.
For example a transition from daylight to a dark cave would be like this:
1) Delta between V1 and V2 turns off the light at the cave entrance
2) On entry of the cave darken player view for a bit, simulate the eyes having to adjust to the low light levels (check if that works well with occu where this happens naturally)
3) While being in the cave a light source at the entrance should shine according to the values of V2, thus reflect outside light conditions
4) On exit brighten the view and let the "eyes" adjust to the normal daylight.
Transition from night into a bright cave (bioluminescence)
1) Have a light source light up the cave entrance according to the value V1
2) on entry brighten the view for a bit then transition into cave light
3) The exit light source doesn't shine because V2 should be at night value levels. A fog could prevent light form leaking out of the cave too much
4) on exit darken the view and make it adjust to the night sea
This should work for all combinations
dark cave dark outside
dark cave bright outside
bright cave dark outside
bright cave bright outside