Ambiera ForumDiscussions, Help and Support. |
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Is it possible to have both static light (lightmap) and dynamic light for an object? How? |
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No, can't. Coppercube will not allow it neither any other engine. Ah, I think that dynamic and static lightning is same. It's just that dynamic changes in realtime with surroundings for example if you walk over to an object then it will change its shadow position. But static lightning doesn't changes. So why do you want to apply both? |
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Thankful. But the light quality of Lightmap is much higher. And it is more realistic. You can do this comparison in the Coppercube example files and compare the quality |
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Pretty sure this plugin allows you to do that... https://vazahat.itch.io/light-sh... Support for Normal Maps Support for Specular Maps Support for Ambient Occlusion Maps Support for Emmisive Maps Controllable Normal Map strength Controllable Specular gloss Controllable Specular strength Auto-grab light nodes from the scene Ambient color Diffuse color Specular color Individual Light intensity (attenuation) Individual Light color Toggle to turn off specularity Work with both animated and static 3D object Uses the default point light data for light color and strength Now supports Fog Now supports Flashlight with controllable properties. Auto-apply to all the 3D objects including billboards and particle systems in the scene. Auto-grab the default material type. Vertex Color support Support 10 lights at a time Fog works with Normal maps Normal maps work with transparency And many other limitations of CopperCube's inbuilt lighting have been lifted up. |
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@vp Thank you, and does it include shadow (static and dynamic at same time)? Or only include lights? |
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You're welcome Alireza. ..As ultradarkbeast said, you can't set an object to use both lighting methods at the same time but I think you can achieve the effect you're asking for, even without any plugins, by adding 2 light-sources to the scene, then setting different objects to use the 2 different lighting techniques separately..... Are you simply trying to achieve dynamically lit scene (with real-time shadows) and some models with normal-mapped static lighting, at the same time?....If so, you can simply add a dynamic light and a static light to the scene, then use realtime-shadows and set dynamic lights to "cast shadow" and objects to "occlude light" and you can then add normal-maps (or parallax-maps) to create detailed shadows on the textures. All this can be in the same scene at the same time, using default coppercube lighting, without the plugin I mentioned earlier. You can also change the colour of the dynamic lighting to control brightness of the light, set radius to control static lights and you can set vertex colours to add colour emissions to the objects by enabling "irrlicht" settings - if you use white as a colour, this can be used as a general brightness/colourize setting. Scene has a dynamic-light and a static-light. Larger cube is using static-lighting (normal-mapped), smaller cube is using dynamic-lighting, both cube's are casting shadows onto the plane-mesh, using dynamic-lighting (real-time shadows). If it sounds confusing, check this video above and this demo ccb file I made using default coppercube lighting vp_Dynamic Light, Casting Shadows with Normal Maps.ccb 456 kB https://veganpete.itch.io/free-c... Basically, I just placed the static-light's radius to be in roughly the same position as the dynamic-light's direction to give the illusion of a single light-source. Does it do what you wanted, or do you want something different? You can also set the lights form "point", "spot" or "dynamic", using the "irrlight" settings menu (enabled in coppercube settings). Static-lighting also allows you to "calculate" and bake the static-lighting and normals (coppercube makes new lighting textures), then you can completely remove the lightsource from the scene (to save processing power andmake complex scene shadows). Sorry if I've misunderstood what you're asking for....Robbo and Just_in_case have spent a lot of time with the lighting scripts recently, so they can give more detailed information about their shader plugins. |
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@veganpete Thank you for the complete explanation. I will use your suggested solution. They seem like interesting ideas |
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@veganpete I didn't know that this plugins existed. It would be helpful. |
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