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Very bright flaslight in world. The beam is not strong enough
Hello:
I have a player and an enemy. The enemy has attached a spotlight (very intense) that mimics a flashlight. The idea is that when the player approaches him, the light would be so intense that you can't see his face (like a horror movie).
The problem is that the beam of light is not clearly visible, like an uniform, concrete spectrum.
I tried to put the ambient light to pitch black, but again, is not visible. The light will be visible when it hits a surface (floor, etc). I would like the beam of light be strongly vivisble, from any place.
Also, tried to put some fog to mimic some particles to see if the beam would be seen more clearly: the same results.
Any suggestion of how to achieve this?
Are you talking about 2 different things here :) ? The "halo" that you experience when looking almost directly into a bright light, and the beams that are visible when you use a flashlight in a fog?
I'm not an experienced 3D environment guru, but i'm pretty sure effects like that are not created automatically in most 3D engines. After all, the first is more a property of the eye than a property of light/physical world. The latter is caused by small particles in the air getting hit by the light.
Both of these effects could be done by attaching a (billboard) texture to the flashlight (and in the halo effect adjusting it's opacity depending on how directly it points to the camera)
@Nose$$anonymous$$ills the type of effect you're talking about is typically called a Volumetric (or Volume) Light in most 3D modeling programs. They're also typically very heavy to render.
In game engines this effect is usually done with transparent textures on either billboards or a cone or whatever shape you need. :D
So, should I do a cone and put textures the mimic the light beam? It is not possible doing it with a spotlight alone? or a more elegant way?
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