

Dynamic Lighting And Specular Highlights
Started by paul skingley , Mar 26 2020 - 08:45 AM
12 replies to this topic
#1
Posted Mar 26 2020 - 08:45 AM
Do you have "Dynamic Lighting" and "Specular Highlights" ticked in your GPL graphic options ?
I tried turning them off and could not notice a major difference although my eyesight is not the best.
I was wondering if they actually do anything now that GPUs have moved on so much in 20 years.
I have GTX1050ti
Thanks
Paul
I tried turning them off and could not notice a major difference although my eyesight is not the best.
I was wondering if they actually do anything now that GPUs have moved on so much in 20 years.
I have GTX1050ti
Thanks
Paul
#2
Posted Mar 26 2020 - 09:58 AM
Paul, I do keep "Dynamic Lighting" and "Specular Highlights" ticked. Without them the car bodies have a solid color (as seen in their bmp textures in Photoshop). With those functions enabled you see what appears as sun lightening and flickering as the ambient light at a track changes. This is readily apparent at our developmental track in Italy by viewing with TV2 down the long straight to the unique radius last turn. 

#3
Posted Mar 26 2020 - 10:15 AM
it give problem to people who do skins ,sometime all skins main skin and engine cover skin dont react the same way to the lighting 

#4
Posted Mar 26 2020 - 11:10 AM
Indeed KARTM, that's an issue with the normals in the car.3DO that are not right.
They need to be fix sometimes and it's not a quick job...
They need to be fix sometimes and it's not a quick job...
#5
Posted Mar 26 2020 - 04:13 PM
Thanks for the replies.
Now you mention it I can see the lighting effect on cars.
Paul
Now you mention it I can see the lighting effect on cars.
Paul
#6
Posted Mar 26 2020 - 04:39 PM
It may also turn on or off, the vertex shading included on ground and wall surfaces in some tracks, like Nurburgring, IOM MC and several others.
Although I have never tested this, as I always have had that option ticked.
Although I have never tested this, as I always have had that option ticked.
#7
Posted Mar 26 2020 - 04:58 PM
Paul GTX 1060 Ti here. I keep them ticked and there is still a huge difference in dynamic lightning GPL possibilities.But most of the time we don't see them so much .Yesterday at the Norisring, I put the Alfa Romeo 33 on the roof; And I don't remember having experienced so much difference in a dashboard color and reflection. First time I saw it, I though it was a bug.
Dashboard is very dark in normal driving, but chassis upside down with the reverberation on the clear asphalt of this track, it changed to a light grey !
Dashboard is very dark in normal driving, but chassis upside down with the reverberation on the clear asphalt of this track, it changed to a light grey !
Edited by M Needforspeed, Mar 26 2020 - 04:59 PM.
#8
Posted Mar 27 2020 - 04:07 AM
I think this might illustrate.
I have been playing with extending the front wheel arch on a car. Problem is there is a small vertical deflector at the front of the existing arch, which now is in the middle of the enlarged wheel arch. Tried to blend it in to hide it. Looks ok on the right hand side (if you look closely it is still there) but the lighting still shows it up on the left hand side.
gplt69 2020-03-22 16-05-29-19.jpg 92.11K 95 downloads
gplt69 2020-03-22 16-06-45-71.jpg 87.05K 96 downloads
I have been playing with extending the front wheel arch on a car. Problem is there is a small vertical deflector at the front of the existing arch, which now is in the middle of the enlarged wheel arch. Tried to blend it in to hide it. Looks ok on the right hand side (if you look closely it is still there) but the lighting still shows it up on the left hand side.


Edited by webfoot, Mar 27 2020 - 08:59 AM.
#9
Posted Mar 27 2020 - 07:08 AM
Is the grid something you lay over your skins while you're checking the distortion? I never thought of that, it's clever.
#10
Posted Mar 27 2020 - 08:19 AM
Webfoot; you can move the polygons of the deflector or delete them.
JonnyA; yes, when working with textures on cars is a good idea to use an overimposed grid and sometimes also a color gradient.
JonnyA; yes, when working with textures on cars is a good idea to use an overimposed grid and sometimes also a color gradient.
#11
Posted Mar 27 2020 - 08:57 AM
JonnyA,
As Ginetto says, the grid is useful. I add a layer to my gimp/Photoshop file so it is easy to turn on when required. It helps with tweaking things like the shape of curved stripe paintjobs (as above), as the mip gets distorted when wrapped onto the 3d model.
As Ginetto says, the grid is useful. I add a layer to my gimp/Photoshop file so it is easy to turn on when required. It helps with tweaking things like the shape of curved stripe paintjobs (as above), as the mip gets distorted when wrapped onto the 3d model.
#12
Posted Mar 27 2020 - 09:30 AM
to remove these flap is an easy task with the Noonan 3DOED
#13
Posted Mar 27 2020 - 11:15 AM
Ginetto, KARTM, thanks for the feedback/advice. I will have a look.
Stay safe.
Stay safe.
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