How to´s – Light setup, mist settings and 2DFilters
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 🙂
Hope you find this usable, if still having some questions feel free to comment here 🙂
Get the blend file here.
I love your blog. High quality.
Thanks for the tutorial, i was waiting for this.
Good job.
Hey! thanks a lot for your kind words @Lucas: I’m glad you liked it 🙂
Can you re-uploude “.blend” file becouse we all still watching your totorial to make games. 😀
Sure! uploading right now 🙂
I’ll post here again when finished, thanks!
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
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 🙂
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
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 🙂