Specular Highlights!!

Sun 22 Mar 2015, 23:36 by bencelot



I have finally added specularity to Mutant Factions! Specularity is the 3rd major component alongside diffuse and ambient lighting, and it look really really cool. It is basically the direct reflection of the light source. What really cool about specular lighting is that it MOVES as you do. This really makes the map come alive as you see the specular highlights shimmer and shine as you run around the map. It really adds to the depth of the game I think, check these screenshots out!

Attachment:
specularity1.jpg


The top shows with specuarity disabled, and below with it enabled. Quite a difference!! Different material reflect different amounts too. So metal, water and snow tiles reflect a LOT while dirt not so much. This might mean you'll have to tweak a few things in your maps, but it's all worth it.

Attachment:
specularity2.jpg


I have used my genius to get multiple lights casting specular highlights at the same time, and with only a small drop in FPS too!! Here you can see highlights reflecting from both lights in the map. And finally, here is a picture that just looks cool. Outbreak really looks very dark and scary with the new lighting effects!!

Attachment:
sexyShadows.jpg



6 Comments


Maximilian says:

Mon 23 Mar 2015, 17:57


I would only suggest adding light source to some skills and weapons, people would like it.
All the flame weapons, plasma ball, what else there is. With simpler dynamic shadows resulting from this light source, even if they wont look so good as your static omg specular ambient magnificient occlusion shadows.


bencelot says:

Mon 23 Mar 2015, 18:25


Maximilian wrote:
I would only suggest adding light source to some skills and weapons, people would like it.
All the flame weapons, plasma ball, what else there is. With simpler dynamic shadows resulting from this light source, even if they wont look so good as your static omg specular ambient magnificient occlusion shadows.


We pretty much already have this. Plasma, Molotov, Shockwave, Vehicle headlights, muzzle flashes etc.. they all cast dynamic lights already and have a very basic amount of shadowing. But the shadowing is done on a tile by tile basic, rather than pixel by pixel. It'll probably have to stay this way for performance reasons I think, though I might find some smart way to improve it a bit.


LucasRo7 says:

Thu 26 Mar 2015, 20:48


make it like: depending on the configs, the resolution of the specularity changes
that'd do great for people who want specular on and dont lag so much, or the map have too many lights


bencelot says:

Thu 26 Mar 2015, 22:57


All of these graphical additions can be disabled for people with slow computers. I don't want to force anyone to play on a low FPS. As long as these graphics are there for the screenshots, youtube videos and first impressions they've done their job!


LucasRo7 says:

Mon 30 Mar 2015, 00:18


bencelot wrote:
All of these graphical additions can be disabled for people with slow computers. I don't want to force anyone to play on a low FPS. As long as these graphics are there for the screenshots, youtube videos and first impressions they've done their job!


i was saying like: what if people wanted to enable specularity, but it lags too much on their pcs? just put a slider to decrease specularity resolution, but dont disable it completely
like instead of calculating specularity for each pixel, calculate every 2x2, 4x4 or 8x8 pixels


bencelot says:

Mon 30 Mar 2015, 21:37


That's a pretty good idea, but probably not worth the effort tbh as it's not really that simple. Also specularity doesn't make much of an impact on FPS.

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