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Volumetric Lighting

Explanation:

Implement Volumetric lighting, so light is seen to pour from windows and doors.

Points to bear in mind:

Point to bear in mindThise feature isnt about volumetric lightning! Its about light pouring out of windows! --- Thay cant make that effect useing volumetric lightning! You would need to have a graphics card like the Nvida Quadro5 or something! You could add 'sheets' of light (light textures) and 'wrap' it around the edge of the window. I already tried it in UnrealED. It still doesnt do the trick though! It looks very fake from the front views.

Good PointI dont know how this would be programed in to the engine but it uses Nvida's NfinateFX technology. HERE ARE THE STEPS: (1)Create a "3d box", in the shape of the window. (2)Place it directly in front of the window, (not touching) one unit far from it. (3-the newly coded part) In its properties, the designer would select "Shine" from the list. This would provide a popup window with further options. You can select which side of the shape to be completely transparent and which side should be opeque (it would be automaticly blended in the center area). This would provide a NON-RIDGED, smooth 'light shine' effect. You could also enable the color to be changed. Insted-of flat sheets of light placed around a window with an empty space in the center, this would provide a 'thick' ray of "light effect" that provides a 'shine' effect in the center of the light as well.

Possible AlternativePerhaps there are other, more advanced ways of lighting Thief than volumetric?

Good PointIn combination with particle systems this could be particularly cool. Imagine sunlight streaming down from a high up window, and the dancing motes of dust can be seen moving within it.

Date Last Update: 12/6/1981

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Current Rating: 4.36Number Of Votes: 11

Ability to Barricade/Block Doors
Add Randomness
Allow the Player to make Booby Traps
Animated Faces
Better Object Interaction with Elements
Better Situational Awareness
Blood Trails
Cloth Dynamics for Cloaks
Consequence Cutscenes
Eyes have to Adjust
Filament System
Friction
Head Bobbing Optional
Improved Outdoor Environment
Improved Water
In Game Death Scenes
Keep the Visual Look
Leave Footprints in Snow and Gravel
Make Breath Visible
Make Moss Spreading Natural
Make Thief cross-platform!
MidMission Cutscenes
More Brutal
More Realistic / Randomised Physics
More Realistic Attitude To The Dead
Moving Spotlights
No More Obsession With Circles
Round Terrain
Runtime Shadows
See Player ''s Body
Terrain Damage
Torches can be Picked Up
Volumetric Lighting
Volumetric Smoke/Fog