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Have UDK increase illuminate labs Beast effect ?

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  • replied
    ok i see.... thanks and regards

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  • replied
    The curves editor and the ability to roughly simulate dynamic global illumination by creating lighting zones throughout the level are two features that Beast has that Lightmass doesn't to my knowledge. But the main reason is that Illuminate Labs is wholly owned by EA and Mirror's Edge was developed by... EA. So they didn't pay a dime for it, they already owned it. In fact you'll notice that virtually all of the Beast promo material is from Mirror's edge so if I had to guess I'd say that Beast was developed right along side Mirror's Edge.

    Also yeah, Lightmass didn't exist then.

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  • replied
    I am guessing that is because lightmass wasn't available then?

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  • replied
    Hi guys,

    It works fine and calmed all my worries, thanks for all.


    Because you guy seems to be scientist of light, can i ask you why then mirror edge bought beast instead of using dominant directional light and unreal lightmass ???

    Best regards

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  • replied
    That curve editor they have in beast really gives unique life to each scene.

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  • replied
    ohh boy, if you was GOOD you could recreate very similar stuff with UT3 lights, it would of taken along time and alot of messing around, this could be done though default lights and your own lighting mode in the texture, lightmass takes this effort out, beast, will not be too disimilar from lightmass, what I suggest you to do is learn lightmass, or the alternative, buy it for a huge lump of money.

    To prove what I mean, a few months ago I tried to make a similar level to morrors edge, the following is what I made on my own in UT3, while ok its not lightmass or mirrors edge, I am not a huge company with a big budget to get someone to fix thigns or make look good. I am a student and am learning UT3 and now moving onto UDK.



    Also found this while making that
    http://www.illuminatelabs.com/press/...edge_gdc09.pdf
    no simple single light, no win button as people keep wanting.

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  • replied
    There's no need to integrate lightmass. Just place a dominant directional light on the level (which acts as the sunlight source) and build your level.
    ==============================================
    Remember to adjust environmental ambient lighting in world properties too. And don't use completely white light, it won't look natural.
    ==============================================
    Mirror's Edge and the Mirror's Edge editor have been setup to look like that. There is nothing special about their illumination solver, the look and feel is coming from the settings that were fed into it. You can achieve the same look with Lightmass you'll just need to play with a bajillion settings to do it, same as if you were given a stock copy of Beast.
    ==============================================
    Relevant settings are:

    For dominant light:
    -Brightness
    -Colour


    For ambient lighting (in editor, go to view -> world properties -> lightmass):
    -Color
    -environment intensity

    So the dominant directional light is your sun, which acts as the direct sunlight caster.
    Ambient/environment lighting works as that blueish ambient lighting that comes from all direction
    Understood will try it today only, will revert back.... Thanks for all

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  • replied
    Relevant settings are:

    For dominant light:
    -Brightness
    -Colour


    For ambient lighting (in editor, go to view -> world properties -> lightmass):
    -Color
    -environment intensity

    So the dominant directional light is your sun, which acts as the direct sunlight caster.
    Ambient/environment lighting works as that blueish ambient lighting that comes from all directions.

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  • replied
    Originally posted by Makaze View Post
    You can achieve the same look with Lightmass you'll just need to play with a bajillion settings to do it, same as if you were given a stock copy of Beast.
    Sir can you clarify please, bajillion settings ? please explain....

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  • replied
    Originally posted by Xendance View Post
    I don't believe they "just drop a sunlight" in mirror's edge, feel free to prove me wrong though
    drop a sunlight..... i dont know may be i dont speak english. let me repeat, the time u will spend in mirror edge will be less than the time spend with lightmass to achieve same.

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  • replied
    Mirror's Edge and the Mirror's Edge editor have been setup to look like that. There is nothing special about their illumination solver, the look and feel is coming from the settings that were fed into it. You can achieve the same look with Lightmass you'll just need to play with a bajillion settings to do it, same as if you were given a stock copy of Beast.

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  • replied
    I don't believe they "just drop a sunlight" in mirror's edge, feel free to prove me wrong though

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  • replied
    Originally posted by Bslashingu View Post
    Throwing a dominant light into the level won't yield the same exact results as it did in Mirror's Edge, like I said before, so give it some time and work, it'll take a little while to achieve the same result.
    haha you start to understand, guess what in mirror edge editor they drop just light two three stuff and finish. In unrealed it will be like dropping a sunlight adjust and finish. So when when you are telling give it some time and work, i agree its possible i never said is impossible but after how much time ?! have a ride in mirror edge editor in pc and u will get the point.

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  • replied
    Originally posted by UT2007 View Post
    OK consider you are right how to do the same similar look ?

    I clearly mention either show us how to do, or integrate it....
    There are tons of resources out there that tell you how to use Lightmass, go out and look for them! Hell, lightmass is enabled by default, just chuck a light into the level, build lighting, and light will start bouncing all over the place like a crazy person, you won't get the same result as in Mirror's Edge, but global illumination works without any real work needed.

    Originally posted by UT2007
    Quote:
    Originally Posted by Xendance View Post
    There's no need to integrate lightmass. Just place a dominant directional light on the level (which acts as the sunlight source) and build your level.
    Dominant directional light on the level hein ? ok ok guess what, today night i will test it throughly and start my ps3 and compare mirror edge and the pc result.

    I will be in high resolution and i dont bother graphic quality but will deeply check the result, let us see......

    Anyway soon or later i will finish with my UI's and start the map and lighting will come to know if i can or cannot.Thanks sir will tell you the result tomorrow.
    Throwing a dominant light into the level won't yield the same exact results as it did in Mirror's Edge, like I said before, so give it some time and work, it'll take a little while to achieve the same result.

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  • replied
    Remember to adjust environmental ambient lighting in world properties too. And don't use completely white light, it won't look natural.

    Leave a comment:

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