![]() ![]() It falls off quickly at the start and then slower and slower. In your take the light basically affects just a tiny area around the door where in fact the light will gradually fall off towards the very far end. At the very far end of the room the door covers a tiny fraction of your view, but it still covers some-it isn't going to be completely dark/unaffected. So the more you go back, the less light you get through the door. As you go more and more back into the building, the wall is starting to obstruct your view of the sky, so less skylight is shining to that location. So if you sit right at the door on the floor (imagine you're an ant), all your view in front of you will be the sky. And then the bigger part of your field of view where you will see the sky, the brighter that spot will be. Now, to determine how bright any spot in the scene will be, you have to imagine you're in that spot and looking around you, 360 degrees. For an early afternoon situation I'll just assume it's radiating equally blue from all top half hemisphere. All you have is the sky, which is the blue wavelengths of sun rays that got scattered through the atmosphere. Therefore, no hard light directional light sources inside the building. The top image shows the assumed lighting: the sun is high, but from behind the building so no direct sunlight is actually going into the building. For a proper study I'd model this in 3D, but I wanted to do some sketching so you get just my best guesswork. I'll add that this was quite a difficult study (as soft light sources tend to be compared to hard light) and I'm far from happy with the result. I approached it from a physically correct perspective, which is not always what makes the best stylization, but here's my reasoning process for determining lighting like here. I gave a crack at this because I love lighting situations. You should also let the contrast in the colors be a bit more visible, and perhaps use some scattering in between these layers of light to create a smoother transition.Īs it is, the edit looks more like a marble staircase than a light source. There are some kind of cheating ways you can get around this through things like cross hatching but ideally you want to have each color slowly gravitate towards the other in the color wheel each step. Your gradient is very stark white and doesn't really transition well into the floor color. Try to play around with what you can get out of this, do try to make it match the resolution of the image so you don't have pixel size mixing like that.Īlso, it is perhaps a bit out of the ordinary to criticize one of the critics, but as it will help both parties I shall do so: great way to.rough out animations without them looking total garbage. Purists are nerds who are not to be listened to because they discard out of hand techniques that may in fact be usable and useful purely for the sake of being. I do have Khas Ultra Lighting by the way but again, when I try to look up a guide on how to use the fog scripts in particular it takes me to the MV version called "Advanced Fog.What he said. I've also been having trouble getting my fog to actually look like fog and not just cloud shadows which is ok for some scenes but I really want that feel of an eerie fog snaking across the ground in an old forest or in front of an abandoned building. So far the lighting looks pretty good but I wanted to add some kind of film grain effect or just something to give this project a bit more personality. It's very frustrating since I don't use MV, I use VX Ace. So first off I've just been struggling to get the help I need figuring this out because most videos or tutorials I look up are for the MV version or there's no commentary so someone can guide me through how to add parallax mapping effects. ![]() I feel really dumb that I have to ask for help with this, but I'm currently working on an rpg maker project about a paranormal investigator/vlogger and since its a bit of a horror game I've been trying to make it look spooky without relying on blood splatters and such since that's not the kind of horror I'm working on. ![]()
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