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Light - Specular and NonSpec. Please explain what this means specifically.


orangedeal

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I was looking for information on this, but I did not understand what it means and why it is necessary, because everything looks good even without these sources of light. But, nevertheless, in all locations there are a lot of these sources, placed by the developers, next to the usual light sources. For what?

And how do NPCs determine the level of illumination on the map (when to turn on the flashlights) and how does stealth work depending on the level of illumination? I know that there are parameters responsible for this (fSneakLightXXXX). Can I safely remove all NonSpec light sources if everything visually suits me?

Thank you!

 

 

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Everyone here is right so far!

 

I was thinking to explain: Non-specular is like a fluorescent light.

(It is "omnidirectional" therefore doesn't cast shadows).

Technically, In this case it doesn't receive (care about) shadow(ing data). :ninja:

 

Personally/Professionally, I equate non-specular to "fake lights" and dislike them because they look unnatural by giving "false feedback".

It also leads many to draw shadows on diffusion texture maps (instead of strictly colors).

In the day of real-time ray tracing it is this lighting effect, or lack of therein, that ruins the effective advantage in imaging RTR offers. :mad:

 

(Also see recent discussion on Character Lighting).

 

Now how specular lighting interacts with specular texture maps specifically? :geek:

That is a discussion I would like to see play out... :yes:

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