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Directional light

 
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tobix10
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Joined: 09 Mar 2015
Posts: 2

PostPosted: Mon Mar 09, 2015 9:38 pm    Post subject: Directional light Reply with quote

Hello everyone.
I am newbie in modeling Smile and have simple question.

How does directional light work? I've tried to put it in direction of a wall, then CTRL+ALT+L but there is no light.

Can I use it on a wall (with jpg as texture)? I know that for lights important thing is normal vector but couldn't find anything in editor.
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AWM Mars
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PostPosted: Tue Mar 10, 2015 2:54 pm    Post subject: Reply with quote

In order to see the reactive of any light(s) you have to render the scene first. You can do this by generating lightmapping from the Edit menu. Not only will you see lighting effects, but also shadows.

some of these may help you:
http://www.delgine.com/forum/viewtopic.php?t=4394
http://www.delgine.com/forum/viewtopic.php?t=4393
http://www.delgine.com/forum/viewforum.php?f=6&topicdays=0&start=0

I am not even sure that Ctrl+Alt+L actually do anything. Ctrl+Alt+R will add the current scene view for the raytracing queue. That is best done after applying the lightmapping.
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AWM Mars
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PostPosted: Wed Mar 11, 2015 1:36 pm    Post subject: Re: Directional light Reply with quote

tobix10 wrote:
Hello everyone.
I am newbie in modeling Smile and have simple question.

How does directional light work? I've tried to put it in direction of a wall, then CTRL+ALT+L but there is no light.


There are two basic types of directional light, the environment i.e. the sun which is adjustable on the three planes, and a spotlight which will only emit light through an adjustable and directional cone, from the Properties of the light. These lights can be added from the menu as objects. Once you drop a light into the scene, you can manipulate it using tools such as rotate, xyz positioning. The properties menu window allows you to adjust scale, distance, falloff, colour, strength, cone size etc.

tobix10 wrote:
Can I use it on a wall (with jpg as texture)? I know that for lights important thing is normal vector but couldn't find anything in editor.


Are you referring to shadow? A transparent reflective? A glossy reflective?

I may have done some of the things you are looking for. Have a look at this page and the following one, where I experimented with lighting, transparencies and texturing.
http://www.delgine.com/forum/viewtopic.php?t=4188&postdays=0&postorder=asc&start=75
I am more than sure, many contributors to this forum can offer a proliferation of advice.
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Jeroen
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PostPosted: Wed Mar 11, 2015 4:32 pm    Post subject: Reply with quote

@AWM: it was a real pleasure to scroll through that topic again after all that time. Very fine work on display right there! Very Happy
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The Elk
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PostPosted: Wed Mar 11, 2015 8:23 pm    Post subject: Reply with quote

@AWM Mars

I just love how well you do models Cool


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AWM Mars
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PostPosted: Wed Mar 11, 2015 11:33 pm    Post subject: Reply with quote

Many thanks guys Smile

I have to admit to indulging myself in looking through the DeleD forums at peoples work, there are some truly skilled artists here. I have gained so much from this community.

I also noticed more recently, that the last model I made was almost one year ago :O Will have to fire up DeleD again. Never know, I may even finished the Christmas scene I started almost 18 months ago.
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Jeroen
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PostPosted: Thu Mar 12, 2015 4:13 pm    Post subject: Reply with quote

Just wait until DeleD Web Edition comes along. That'll motivate you for sure! Very Happy
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AWM Mars
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PostPosted: Sat Mar 14, 2015 1:34 pm    Post subject: Reply with quote

Jeroen wrote:
Just wait until DeleD Web Edition comes along. That'll motivate you for sure! Very Happy

lol.. that's like showing the kids all the wrapped presents stored under the Christmas tree in November Laughing

Any ETA?
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trucker2000
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Joined: 11 May 2005
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PostPosted: Sun Mar 15, 2015 2:08 am    Post subject: Reply with quote

AWM Mars wrote:
Jeroen wrote:
Just wait until DeleD Web Edition comes along. That'll motivate you for sure! Very Happy

lol.. that's like showing the kids all the wrapped presents stored under the Christmas tree in November Laughing

Any ETA?


Actually, it's more like showing the kids the christmas presents in January. Laughing

I'll second the eta request.
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Jeroen
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PostPosted: Mon Mar 16, 2015 5:17 pm    Post subject: Reply with quote

trucker2000 wrote:


Actually, it's more like showing the kids the christmas presents in January. Laughing

I'll second the eta request.


Haha, that's more like it indeed! Laughing

I dare not provide an ETA at this point in time. I can, however, say I'm now working together with Paul-Jan again to get more functionality done in the 1.0 release. Like, a 3D library! As requested by DeleD CE users many times, I decided DeleD Web Edition should have one from the very start. So I hired Paul-Jan to do the implementation and he is working hard on it right now. At the same time I'm working hard to get the editor itself in a 1.0 state. For example, having up to 9 individual editing windows, UV editing and basic material management. We should be able to produce some fine screenshots of things in a few weeks time so you can judge for yourself if we're making progress or not. Wink

We totally hiyacked this here thread... Embarassed Rolling Eyes
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tobix10
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PostPosted: Mon Mar 23, 2015 6:44 pm    Post subject: Reply with quote

Hi again. Thx for response and links, I've looked at them, but didn't find solution. Maybe I had misunderstood how directional light works.

I've got simple cube with textures on walls (inside) and put there directional light, lightmapped and got nothing ;/ Shouldn't directional light elighten interior? I tried big numbers for intensity Smile.
Point and cone lights works.

Also I have problem to load exported cube .obj in irrlicht. Firstly I need to set normals to point inwards, because there is nothing inside cube after rendering. Is there a way in DeleD to set normals?
And there is a problem with loading model in irrlicht when I set also normals(face) to export.

Maybe you could tell me how to properly create cube (as a room), fill textures on walls and export it.
What I've done:
- create cube 1k x 4k x 4k
- hollow it
- select faces (interior walls) and put textures
- export (default options - without triangulation and normals)

I don't know what is wrong when exporting normals. In file I got
Quote:
vn 0 0 -1
vn 1 0 0
vn 0 0 1
vn -1 0 0
vn 0 1 0
vn 0 -1 0

maybe it's irrlicht problem.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Mar 23, 2015 10:30 pm    Post subject: Reply with quote

Create cube
Clone cube, size the clone slightly smaller on all sides then the original.
Subtract.
That will give you a hollow cube with faces inside.

As for the directional light, have you set the color of the light? It's in the properties. If you don't set the color, you will not get any light.

Hope this helps a bit.
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AWM Mars
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PostPosted: Tue Mar 24, 2015 9:42 am    Post subject: Reply with quote

As I said previously, there are 2 types of directional light.

One simulates the Sun and like the sun, will not fill the interior of a cube unless there are openings. You could try and drag the Directional Light object into the cube, but I'm not sure it is supposed to work that way.

The other type of light is a Spotlight, I believe this is the type of lighting you are looking for. You can adjust the 'snoot' properties of the directional cone, in many ways to get the desired effect you are looking for. Make the front cone wider for a larger coverage, much the same way a lampshade works. You may have to adjust the falloff and radius of the 'snoot' depending on the volume of your cube. Place this type of lighting within the cube.

Making a cube the way Trucker2000 described will create a surface with normals you will need. The method you used created a Mass, not a Volume. Mass being solid, a Volume is a measure of space.
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