Summary

Lighting is pretty simple once you break down the individual entities into their specific uses. Point lights are great for adding little details or filling up the whole room with light. Spot lights can be used for a variety of things such as fluorescent lights or prop flood lights. Props and sprites can enhance your lighting and help to provide some added realism. You also now know the difference between LDR and HDR lighting and how to fix leaks or problems, if any, that arise during development. Cubemaps are necessary for having proper reflections, and color correction helps to add that last bit of detail while tweaking the final stages of your maps. One of the best ways you improve the lighting in your maps is to tweak it until you get pretty close, and then add some color correction in the final stages.

Let's move on to the input/output system. Things are just starting to get interesting.

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