How to´s – Light setup, mist settings and 2DFilters

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Some people asked me about what technique did I use in my fly thru/walk thru of my projects in the Blender Game Engine, so that’s why this video. This is how I do my light setup in blender, settings in mist to simulate “haze” effect and 2DFilters and shaders. In this video I’m making a small and primitive level and I didn’t take care about UV’s optimization and other things because I’m focusing on demonstrating the way I use to.

Some facts:

  • Why I didn’t use “Light map UV pack” ?? – That is because it take into account non square polygons as square polygons, hence a lot of image distortion is generated. I don’t like that 🙂
  • Why did I left empty spaces in UV maps? – This is just a practical example, I didn’t focus in optimization, but you should use wisely all you maps 😉
  • What about 2D Filters and shaders, where can I get it? – Look for it in blenderartist.org, I usually use SSAO, retinex and bloom in my scenes, there is a version for 2.49b and the new stable releases.
  • Mist in world buttons seems to don’t have exposure controls (as 2.49b does) so expect different results in both versions, I will ask Ton for that :/
  • Why two lights on scene? – I use one of them as the light sun, the second one as bounce light and a third light would be nice, just try for yourself 🙂
Video here:

If you want to use Multitexture instead of GLSL, follow this tutorial

Hope you find this usable, if still having some questions feel free to comment here 🙂

Get the blend file here.

 

8 Responses

  1. Can you re-uploude “.blend” file becouse we all still watching your totorial to make games. 😀

  2. Great job…
    I’m valutating BGE to teaching main principles in realtime engine in my course: do you think is good for that?
    I’m try to save a standalone version of your file bud moving commands doesn’t works, in mac and windows… have you got some ideas?

    Piero

    1. Sure, I think BGE is a very good start, after a while of doing some test you will see how easy and fast to develop rapid prototypes/game concepts in blender.

      The problem you mention about moving commands I think is related to a python script, I can’t recall the name right now but there is a “*.py” file over there, and you need to copy where the exe file is, I think in that way it’s going to work properly.

      If not, just change the all the camera set-up, and change it for a more simple example (use file/append and see this post: http://salvador.mata.com.mx/blog/2014/12/adding-2dfilters-in-the-bge/), just like this:

      https://dl.dropboxusercontent.com/u/2701022/MouseActuator_fps_template.blend

      This one doesn’t have python, just a few logic bricks. And just to mention, I use blender too for teaching internship students 🙂

  3. Hi, thanks for your precious answer.
    I almost solved every steps to teaching a base level in realtime using BGE (navigation, interaction by logical bricks, light and backing…)
    Only think I yet can’t find is a simple way to set a base reflection on floor (for object there is cube map)… in architecture viz is quite important. I found some development on complicated stuff but there no tutorial/sample to solve simplest plane… have you got some idea?
    If you want I’m glad to show and share you my results when it’ll complete…

    regards,
    Piero

    1. Hi Pier Carlo 🙂

      There are several ways to do this, but I think they are quite GPU expensive and not so friendly for newcomers, so I think I rather sugest to do some work arround to solve this, but anyway here is it:

      The first one is by using “Render to texture” , at this time I do not have a test file for it, at least for the new version of blender, just for 2.49b, check this video and read the description to see the python code.

      And here is a module by Monster (blenderartist forum user) to make more easy the use of render to texture.
      https://dl.dropboxusercontent.com/u/2701022/VideoTexture.zip

      The secon one is with Martinsh shaders, check this post in blenderartist forums to see some demo videos and file download.

      http://blenderartists.org/forum/showthread.php?242940-unlimited-planar-reflections-amp-refraction-(update)
      This is the best method, but the most GPU expensive, as you can see.

      And the last one, the “work around”.. this is a very simple solution that I’ve seen, nonetheless is also used in 3d games for mobile devices because of the limitations of the hardware, grab the sample file here.

      https://dl.dropboxusercontent.com/u/2701022/fps_template_Fake_reflections.blend

      Hope it helps 🙂

      And yes, it would be great to see your work 🙂

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