Just a quickie, for those of you in the know. How are you guys going about solving foliage in per pixel lit scenes with regards to harsh lighting? Simple planes with local maps are used for foliage but for the life of me I cant quite figure out a nice lighting method for them.
Is there any tips or links you guys could share? Thank you.
od
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I'll usually just grab all the normals and point them up a bit, so they all share more of the same direction with their normals.
Also depends on if your per-pixel scene can support normals edited in this way.
http://crazybutcher.cottages.polycount.com/wip/worldlitparticles/20060930224107_00001.jpg
though the sample shows vertex-lit stuff.
what xenobound suggests, is similar. in my case it would have been the extreme that all normals point straight up, and the object aligns with the ground.
Here are 2 images I took from the demo:
I'll post a video later when I get the chance.
do the soldiers cast shadows on bigger bushes and such ? probably only small stuff + ground.
http://ivassago.com/temp/arma.avi
It might be a little hard to make out, but the tree's shadow casts on the soldier, and the soldier's shadow can also cast onto the tree itself. Pretty nifty stuff.
(video requires divx)
I wonder who let those awful player models get through? when have you ever seen someone that pink except in cartoons?!
Completely-unlit vertex-colored leaves look great when done right.