Hollow knight light / blur
Hi! Hope you all are well.
(this post was added in 2017 but I after spending countless hours trying to recreate it, I thought to bump this thread)
I was wondering if someone could guide me to the right direction here.
I guess my question is two-fold.
Blur: In the first screenshot I was wondering how Team Cherry does the blur. It only seems to appear from a certain distance from the player. I was wondering if someone knows how this could be done. I like the effect as it gives a sort of fog of war effect.
I know this is quite specific but I was wondering if anyone could help me out in giving some keywords of places to look at in creating a similar effect.
Similarly for the lights / Room reveal: I doubt they have just used a light on the character, because at certain scene's it really lit's up only the area where the character is, not specifically the whole visible space on screen, For the lights where I assume they've used a spotlight mask, and turn the scene completely dark with code during game play. My own results are somewhat similar. So for this question I rather would place it as "how would you do it"
In short: Does one has an idea how they managed to light up the rooms when the character enters it?
Not trying to make a clone game, rather just these two effects are very interesting to me and would love to discuss how it could be done.
Thanks for your insights. Cheers!
Hi, just wondering if anyone knows a thing or two about these questions?
Thanks!
@zero_equals_zero - I just wonder if you have experimented long time at all. Have you actually put hours and weeks to R&D? How many articles have you read on making 2D game art? What tutorials have you checked? Links?
These effects and tech used are pretty average.
Nowadays gfx cards can draw a ton of overlapping alpha and additive effects. Just read about them.
Hollow $$anonymous$$night uses parallax layers and good deal of sprites... inbetween layers and in front of player's level... Haven't done extensive research about this particular game - neither played it, but based on watching couple of $$anonymous$$utes of videos it seems to be the case.
I was tempted to post a long answer, but I don't see any examples of your efforts...
Hi Eses, Infact I thought to keep the question clear without pushing my own experiments.
(Pardon me for no paragraphs, no matter what I do the mark up doesn't take up my lines, so it seems.)
As there are multiple ways to achieve this I merely thought to start a topic in order to share what other people would try.
But I agree, I could have elaborated my approaches.
To sum up my research, narrowed down to the idea/technique I went with: (do note I work on a 3D game, but in a side scrolling fashion)
For the room reveal: Actual lights: The room / scene is pitch black, in the room are 3 or more lights, one at each entrance, one directional light. others to fill up POI's. Depending on which entrance the player is that light gets a positive value. The directional light gets a clamped value based on the center of the room and the distance of the player to gradually light up the scene. This is automatically triggered when the player leaves or enters the room entrances/exits as that gave me the nicest results
For the blur: I made 2 post processing zones, the dark one: has a high bloom effect, the room revealed zone has a lower bloom effect. I was able to nicely tween/lerp between those values. At first my POI lights were a challenges but then I thought to just make those lights very bright when the room was not discovered and simply lower their intensity once the directional light was at full brightness.
For secret rooms I made a script and a dedicated black material that is set to "cutout" and lerp the cut out value when a secret room or area is discovered or not.
Early 2D prototypes: I did a similar blur approach with the zones, but for the room reveal I made sprites based on the room shape, but quickly abandoned that idea as I had to make countless room shape variations. And since my rooms are procedural generated based on a few templates that can be merged together it was rather cumbersome than a real help.
The essence was just to start a topic to see how others would do it ;)
Cheers
"do note I work on a 3D game"
Hollow $$anonymous$$night is 2D. $$anonymous$$any effects it seems to be using, are best used in 2D games I$$anonymous$$HO. Your ideas sound more like something for 3d, but I guess Hollow $$anonymous$$night doesn't use such.
2D effects used in Hollow $$anonymous$$night look believable in flat 2D (parallax or no parallax), but will not look as nice in 3D, if there is a lot of perspective.
Lengthy discussions are better do in the Forums, as there are many answers and approaches.
Your question was about Hollow $$anonymous$$night effects, particularly light / blur. Lighting is mostly probably just alpha and additive blobs (huge planes covering screen), possibly some post effect glow alternatively on some cases. Blur is probably just blurring on textures, either in Photoshop or with some shader (would be easier to tweak amount).
@zero_equals_zero - "(Pardon me for no paragraphs, no matter what I do the mark up doesn't take up my lines, so it seems.)"
Use two br's for empty line, one for break line:
It sounds like Post Processing is what you want, if you're doing a 3D game. It's incredibly complex, but once you understand how things work, it's a powerful tool. This is found in the package manager under Unity Registry.
Answer by Romaingh · Jan 20, 2020 at 09:50 PM
Hi there ! My answer looks a little like archelology because you posted this 3 years ago, and I don't have answer to your question (well it's not a good start..). But if you read this, you should see this video : https://www.youtube.com/watch?v=GLS5_V7kN-8 Moreover, I am also REALLY interested in knowing how to reproduce hollow knight lighting and blur, and if by any chance you discovered something, or want to talk about it, i would really like it too !
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