Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Light, source / shadows
Archive: 11 posts
Hi LBP people! I've been working on my first level, which is now pretty much complete - I'm at the phase of adding lights and atmosphere. Is anyone able to advise on a tutorial for dealing with lights and shadows? I'm finding it very frustarating to add any kind of light based atmosphere, the lights are either 360 degrees, or spot lights which dont light up the area i need lighting up correctly - to shorter range. I am specifically looking at adding directional light (not 360 degrees worth)- i was fiddling with black matter, surrounding block LED's etc, didnt seem to work Any advise or tutorials on dealing with light sources/shadows most welcomed! Thanks B | 2011-03-13 10:00:00 Author: Unknown User |
You can use Neon maybe? i haven't tried it yet but i've seen it on some lvls. Add me if you like And i'll try to help on lbp. its Onii55 | 2011-03-13 10:50:00 Author: Onii55 Posts: 153 |
Follow on question. Dealing with lights, what is the best method? Emit when player is close, blow up when no player? - i notice putting in several neons impacted the thermo considerably. | 2011-03-13 11:10:00 Author: Unknown User |
I don't really understand what you're trying to do? | 2011-03-13 11:26:00 Author: Onii55 Posts: 153 |
Use lights, to light up a dark cave level... | 2011-03-13 12:10:00 Author: Unknown User |
It all really depends on which lights you use. Some only light the layers in front of it, some light the back, some light everywhere, and some are like the spot light. You need to mess with them. Also, some decorations cast shadows. | 2011-03-13 12:17:00 Author: Devious_Oatmeal Posts: 1799 |
Neon is probably your best option but also your pick of colours help loads. Your level will alway look better when your light coordinate with the current colour scheme or setting. Example:I was doing a level underground so i used dark colours like purple. | 2011-03-13 12:18:00 Author: craigmond Posts: 2426 |
Now, when you say "Light up a dark cave," what exactly is lighting the cave? Mushrooms, candles, lamps, ominous floating glowing worms? | 2011-03-13 12:20:00 Author: Devious_Oatmeal Posts: 1799 |
It all really depends on which lights you use. Some only light the layers in front of it, some light the back, some light everywhere, and some are like the spot light. You need to mess with them. Also, some decorations cast shadows. Great, this is the kind of info i need, you know of a tutorial which outlines which lights do what? Now, when you say "Light up a dark cave," what exactly is lighting the cave? Mushrooms, candles, lamps, ominous floating glowing worms? Lamps/lights will be lighting up my cave (its a mine) - but like i was saying they seem to be 360 degrees so if i stick a light at the top and change the radius to ensure it covers from celing to floor, the other 180 degrees at the top of the light starts to polute the previous area above it - which is what prompted my emit follow up quesions. | 2011-03-13 12:30:00 Author: Unknown User |
Great, this is the kind of info i need, you know of a tutorial which outlines which lights do what? I am uncertain if there is a tutorial on here that's for lighting..... But I could be wrong. Lamps/lights will be lighting up my cave (its a mine) - but like i was saying they seem to be 360 degrees so if i stick a light at the top and change the radius to ensure it covers from ceiling to floor, the other 180 degrees at the top of the light starts to pollute the previous area above it - which is what prompted my emit follow up questions. Oh.... Well, if that's the problem then yeah. Using player sensors would be great. But it might not look right if the player sees the bottom light turn off while they're above it. But maybe you have it to where they get far enough to where they don't even see them turn off. I don't see why the lamps would be so high anyways. It might look better if they were closer to the ground. Also, messing with the range is one of the best things you can do. I could have sworn if the lamp was on the 2nd layer, some of the light was blocked if there was a 3 thick layer above it. | 2011-03-13 12:50:00 Author: Devious_Oatmeal Posts: 1799 |
I would suggest using hidden light sources to augment the visible lamps. So, your lamps will be there to look pretty, while the stronger lighting sources cannot actually be seen. Lights resting on the thin layer (like the round LEDs) are easy to hide behind the thick layers of your scenery, or you can use methods like shrinking down the cubic LEDs and gassing them, so you can place them inside areas of solid material. It's a good idea to silence the gas sounds if you do this, and to place them in positions where the dual shock function won't start buzzing when the player passes close by. I would recommend being VERY sparing with the fog settings too, because anything more than around 5% can make your level look oversaturated. Also, and this should go without saying...make sure to darken the level and fiddle with the global lighting settings before you illuminate it, so that your lamps can cast a chiaroscuro effect (contrast between light and shadow). | 2011-03-13 14:48:00 Author: Ungreth Posts: 2130 |
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