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Found 11 results

  1. When the bullet I fired hits the wall, smoke comes out. Such a change in lights occurs throughout the lifetime of the smoke. Is this a bug or am I making a mistake? Here is my code { //initial codes up here //Smoke emitter smokeMaterial = Material::Load("Materials/Effects/smoke.mat"); hitEmitter[1] = Emitter::Create(); hitEmitter[1]->SetCollisionType(0); hitEmitter[1]->SetColor(1, 1, 1, 0.25); hitEmitter[1]->SetMaterial(smokeMaterial); hitEmitter[1]->SetEmissionVolume(0.05, 0.05, 0.05); hitEmitter[1]->SetVelocity(0.5, 0.5, 0.5, 1); hi
  2. Just a quick question, I've been exploring the technologies of other engines and I've seen some very unique lighting techniques for global illumination in real-time. Is there any technology implemented within the Leadwerks to allow this feature, or is there any way to implement Nvidia's tech (Voxel-based Global Illumination, as seen in the Unreal Engine) through the use of their GameWorks SDK which requires direct contact to the OpenGL implementation (I believe, don't quote me on this)?
  3. Hi, I would like to know if it is possible to change the shadow resolution in Lua. Or is this something that can only be done through C++? My SetLightQuality() is at 2 which I believe is the maximum.
  4. I was wondering if this can be fixed without having to change or amend anything in C++ I've set my lighting quality to 2 but have had no change. When I go a little far away from objects that are receiving shadows the shadow seems to have some sort of falloff. Here is an image to show you what I mean, you can see where my mouse cursor is the top of the wall the shadow is disappearing. I am wondering if there is anything I can change in my project to stop this from happening, or if there is some values I can change to makes this effect not so prominent?
  5. In the following post by josh, it is mentioned that light from ambient probes is blended using glBlendEquation(GL_MAX); http://www.leadwerks.com/werkspace/blog/1/entry-1681-ambient-lighting-research/ Is it possible to modify this functionality? I've been trying to port my PBR work over to the new environment probes system and have found them to be very useful, but this issue causes some quite noticeable artifacts. as shown below. The reflection should still be visible even underneath the suns light. There is commented out code within the probe shader labelled additive blending
  6. Hi Guys, I am trying out the new Environment Probes but I am getting some issues. My material seems to look incredibly shiney when I place an Environment Probe into my scene. The bounding box for the Environment Probe is wall to wall and floor to ceiling just on the interior faces of the walls. Here is a shot without the Environment Probe, the material looks much less shiny, it behaves as I intended. I'm not to sure what the problem is. I thought the new Environment Probes were just for Global Illumination and not reflections, which is what it seems to be doing. A
  7. I've been noticing this more and more often, instead of maintaining the same "darkness" on all computers, my game appears to be a lot brighter on my pc for no reason. This is what the game looks on my portable computer: That is how it's meant to look, dark but with enough light to see where you can go. This is the exact same scene (same settings and all) on my main computer: At first I thought my monitor had its brightness up, but nope, that isn't the issue. I realize that the game will look brighter or darker on some computer because of a variety of things, but I find
  8. I have a problem with the lighting in Leadwerks. I don't know if it has always been like this, if so I've never noticed it. You can see the circles on the wall from the fall off of the lighting. My light quality settings are set to 2 in my Main.app script and the light settings are set to 'Dynamic + Static'. Everything I try though just gives me this result
  9. So I've been considering Leadworks for use in an upcoming game, and I've downloaded the demo. However, I cannot seem to import not use in any way-- IES Profiles. Is there something I'm missing, or does Leadwerks just not have this as a feature? Although I can make do, this is quite important to me in the long run. Regards, Kemerd.
  10. For my current project I wanted to simulate a light that's shorting out in order to add a bit of a creepy ambience to my scene. After a while of messing with the different things that could be done with an emitter (and failing at getting the effect I wanted), I realized that really, a light that's shorting out is really a light that's turning off and on again. Well, that's something that can be scripted pretty easily thanks to Leadwerk's API. There are a couple of obvious ways to get the desired effect: Create the light in a given position, then remove it again. This can be a pain and
  11. First of all, I'm just getting started with Leadwerks. So thanks in advance for any help, and please don't think there's anything too basic to mention. ;-) I'm working on a dungeon environment, and I'm trying to make a torch. I made a cone, gave it a wood texture, and added a particle emitter and point light. Okay, so it's a torch, but it's really, I mean really, ugly: Here are my questions: I hate how the torch itself looks, all shiny like that. At first it was just totally dark, since I had the point light on top. Then I moved the light in front hoping to light up the torch, bu
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