gamophyte on 12/8/2014 at 04:50
Inline Image:
http://i.imgur.com/YXsE3en.pngI hope I'm not over-posting. I'm sort of shopping for answers to questions I've been holding on to.:thumb:
You can see the light isn't smooth on the window parts, there's light rays fallowing triangles in the model.
At first, I didn't really care that my window objects did this with a hack-light just above the glass, but it's now starting to get to me.
Is there any tips on how I can reduce this effect or even get rid of it? The windowsill is also part of the window object.
Also, the lit texture will flicker sometimes as I move closer.
ZylonBane on 12/8/2014 at 13:12
The "flicker" is from part of a gouraud-shaded polygon becoming clipped against a screen edge, which Dark has always been buggy about rendering. The stronger the gradient and the larger the polygon, the more noticeable it will be.
The artifact in the screenshot is caused by a light source being too close to a shaded polygon. Dark lighting is per-vertex, so if a light is too close to a model and it doesn't have a lot of model vertexes to work with, well... that's what you get.
Both issues can be reduced or eliminated by--
- Moving the light source so it's lighting the surface more evenly.
- Making the surface flat-shaded. Should only be done on models that represent actually flat objects.
- Subdividing the surface. Can provide significantly more realistic lighting on larger objects.
Note that these sort of artifacts are always going to be much more apparent on objects with dominantly solid-colored textures.
gamophyte on 12/8/2014 at 23:24
Thank you ZB that's extremely helpful :thumb: