Dynamic lights
#1
Posted 29 November 2017 - 11:13 AM
Thanks!
#2
Posted 01 December 2017 - 04:17 AM
Guille592, on 29 November 2017 - 11:13 AM, said:
Thanks!
What are "dynamic lights"?
#3
Posted 01 December 2017 - 05:11 AM
markyisri, on 01 December 2017 - 04:17 AM, said:
A colloquial term for a light source other than the sun in a three-dimensional scene. The lit headlight of a locomotive casts light on the objects around it; it's currently the only type of ‘dynamic light’ supported by MSTS and OR.
#4
Posted 01 December 2017 - 05:28 AM
markyisri, on 01 December 2017 - 04:17 AM, said:
Static light is a light painted on to a texture.
Dynamic light is just a point in 3d space and game engine calculates it's light on objects in each frame.
Extremely basic game engines use just one dynamic light source - the sun.
#5
Posted 01 December 2017 - 06:22 AM
#6
Posted 01 December 2017 - 06:58 AM
#7
Posted 01 December 2017 - 08:33 AM
Seams the only light out there to do its job is the sun. Sun shines off reflective surfaces an I think other objects like train lights should do the same at cone distance.
For light poles an signals I feel objects that have a part using these texture modes should represent a lighting setting: HlfBrt (Half Bright with low intensity to expand) an Bright (Bright with high intensity to expand about half the power of the sun or a little more).
It's been figured how to get bright objects like the sun to slightly blind us but cab light would be helpful when a half bright object is present like in this recent test run an 3d cab
#8
Posted 01 December 2017 - 11:48 AM
railguy, on 01 December 2017 - 06:58 AM, said:
I enjoyed your screenshot, I agree, very nice dynamic lighting, even the reflection off the interior of the signal light hoods. ...and it would be great if OR had that built into it.
What you fail to mention is that the routes for the sims you reference are a total package, they were built with dynamic lighting in mind.
OR, again, would be trying to support all sorts of legacy routes, some finely constructed, others not so much. None of them built with dynamic lighting in mind. I don't see how that could possibly be satisfactory to everyone.
Going forward, this would be most appropriate with future routes incorporating dynamic lighting built for OR.
#9
Posted 01 December 2017 - 12:36 PM
#10
Posted 01 December 2017 - 02:04 PM
railguy, on 01 December 2017 - 12:36 PM, said:
Certainly, http://www.elvastower.com/forums/public/style_emoticons/default/I-Agree.gif