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hyperPad

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Lightning

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  • Jack de WildeJ Jack de Wilde

    @Murtaza but it also adds white to black, so instead of lighting, it will look very faded but brighter, which doesn't exactly look right: 0_1481165513559_IMG_2559.PNG

    MurtazaM Offline
    MurtazaM Offline
    Murtaza
    Admin
    wrote on last edited by
    #15

    @Jack8680 Well yeah. It depends heavily on your other graphics :).

    Try the other blend options.
    Here's an explanation of them:
    https://hyperpad.zendesk.com/hc/en-us/articles/211305123-Color-Blending

    Jack de WildeJ 1 Reply Last reply
    0
    • MurtazaM Murtaza

      @Jack8680 Well yeah. It depends heavily on your other graphics :).

      Try the other blend options.
      Here's an explanation of them:
      https://hyperpad.zendesk.com/hc/en-us/articles/211305123-Color-Blending

      Jack de WildeJ Offline
      Jack de WildeJ Offline
      Jack de Wilde
      wrote on last edited by
      #16

      @Murtaza I've played with all the blend options before, but to create something that feels like real lighting I think we would need the masking blend option, so we can mask a black layer to reveal the background. And then maybe that could be combined with a transparent dodge to produce a kind of glare effect for more intense areas of light.

      MurtazaM 1 Reply Last reply
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      • TutorialDoctorT Offline
        TutorialDoctorT Offline
        TutorialDoctor
        wrote on last edited by
        #17

        This is the effect I get using Dodge. Make the lights with transparent backgrounds.

        0_1481301676783_IMG_1299.PNG

        1 Reply Last reply
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        • Jack de WildeJ Jack de Wilde

          @Murtaza I've played with all the blend options before, but to create something that feels like real lighting I think we would need the masking blend option, so we can mask a black layer to reveal the background. And then maybe that could be combined with a transparent dodge to produce a kind of glare effect for more intense areas of light.

          MurtazaM Offline
          MurtazaM Offline
          Murtaza
          Admin
          wrote on last edited by
          #18

          @Jack8680 it's. It a replacement for real lighting. But it is a great way to bring some life to your scene and make them feel more dynamic.

          Jack de WildeJ 1 Reply Last reply
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          • MurtazaM Murtaza

            @Jack8680 it's. It a replacement for real lighting. But it is a great way to bring some life to your scene and make them feel more dynamic.

            Jack de WildeJ Offline
            Jack de WildeJ Offline
            Jack de Wilde
            wrote on last edited by
            #19

            I agree that it looks good with dodge, but mask would allow for more realistic lighting.

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            • TutorialDoctorT Offline
              TutorialDoctorT Offline
              TutorialDoctor
              wrote on last edited by TutorialDoctor
              #20

              Dodge gives some pretty good results. Using a gradient, the whiter the more intense the light. Fade off to either black or opaque to simulate falloff.
              0_1481564871166_IMG_1308.PNG

              Jack de WildeJ 1 Reply Last reply
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              • TutorialDoctorT TutorialDoctor

                Dodge gives some pretty good results. Using a gradient, the whiter the more intense the light. Fade off to either black or opaque to simulate falloff.
                0_1481564871166_IMG_1308.PNG

                Jack de WildeJ Offline
                Jack de WildeJ Offline
                Jack de Wilde
                wrote on last edited by
                #21

                What I'm trying to say is that you have lighting but no darkness. In this case it looks good, but for games where you want pitch black darkness, it won't work. You could use a huge shape with a transparent gradient circle in the middle for a point of light, but this wouldn't work with multiple. Similarly, you might be able to use 2 triangles that scale/skew/rotate from each object if you want realistic lighting, but it would still only work for 1 light source. Your way looks like shining a bright light at something which is not dark in the first place. It's a cool effect, but nit the same as real lighting.

                MurtazaM 1 Reply Last reply
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                • Jack de WildeJ Jack de Wilde

                  What I'm trying to say is that you have lighting but no darkness. In this case it looks good, but for games where you want pitch black darkness, it won't work. You could use a huge shape with a transparent gradient circle in the middle for a point of light, but this wouldn't work with multiple. Similarly, you might be able to use 2 triangles that scale/skew/rotate from each object if you want realistic lighting, but it would still only work for 1 light source. Your way looks like shining a bright light at something which is not dark in the first place. It's a cool effect, but nit the same as real lighting.

                  MurtazaM Offline
                  MurtazaM Offline
                  Murtaza
                  Admin
                  wrote on last edited by
                  #22

                  @Jack8680 yup, like I said it's not a real replacement for lighting.

                  We're working on an awesome lighting system that will be part of one of the next updates. Masking will also be part of it ( they rely on a similar change to layers).

                  Jack de WildeJ 1 Reply Last reply
                  1
                  • MurtazaM Murtaza

                    @Jack8680 yup, like I said it's not a real replacement for lighting.

                    We're working on an awesome lighting system that will be part of one of the next updates. Masking will also be part of it ( they rely on a similar change to layers).

                    Jack de WildeJ Offline
                    Jack de WildeJ Offline
                    Jack de Wilde
                    wrote on last edited by
                    #23

                    @Murtaza does mask subtract brightness, transparancy, or just completely solidly mask the transparency? E.g. If I have a gradient from transparent to white, will it mask as that gradient or will the transparent part mask the object below it to invisible? Being able to mask using gradients would definitely allow for lighting, even shadows would be doable

                    MurtazaM 1 Reply Last reply
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                    • Jack de WildeJ Jack de Wilde

                      @Murtaza does mask subtract brightness, transparancy, or just completely solidly mask the transparency? E.g. If I have a gradient from transparent to white, will it mask as that gradient or will the transparent part mask the object below it to invisible? Being able to mask using gradients would definitely allow for lighting, even shadows would be doable

                      MurtazaM Offline
                      MurtazaM Offline
                      Murtaza
                      Admin
                      wrote on last edited by
                      #24

                      @Jack8680 good question.. I'm not sure.

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