Collisions of a weird kind
Nov 20th, 2009 by Amey
So, as can be inferred from the previous post, I’ve been playing around with the UDK. In particular, I’ve been looking at materials and the new lighting technology that UE3 employes, named Lightmass.
In real life, a beam of light entering a dark room does not just illuminate the patch of the surface it lands on; the light bounces around, and the rest of the room also gets illuminated in the process. Now, the earlier versions of the Unreal Engine 3 did not support this global illumination. Therefore, Illuminate Labs came up with their own lighting solution, named Beast, which provides features like global illumination, bleeding, shadows cast by semi-transparent objects and so on.
Since I’ve been playing around with the idea of a short horror game (kind of like a short story), lighting has been on my mind a lot recently, since the light sets the mood for any game, and the lighting is especially critical in a horror game. The reason Doom3 scared so many players, despite being not that “scary” (I mean, come on, it’s just monsters jumping out of hidden corners and startling you), the lighting combined with stencil shadows and EXCELLENT level design are what made it scary.
However, stencil shadowing is a rather old technique, not often-used today, because it gives rather hard-edged shadows. Instead, most modern game engines use a number of techniques to cast “soft shadows” which are more realistic. Hard shadows are ones which have hard edges all over the surface. In real life, a shadow which is closer to the surface casting it is hard, and as the shadow moves away from that surface, it gets softer and more diffused.

So, as I was saying, lighting has been on my mind quite a bit recently. I want to get the look of everything in the game just right, which means that the materials that I apply to BSP surfaces and meshes need to be very well-made, with proper normal mapping, emissivity, specular reflections, and what not. So, I’ve gotten into the habit of looking at everything very closely as I’m walking down the street, noticing how light bounces off certain surfaces, casting parts of objects into shadow and highlighting other parts.
The funny thing is, I think I’ve gone a tad bit too far. Because today, I off-handedly looked at the shadow cast by a moving bike, and I swear, the first thought that popped into my head was:
“Hey, it’s casting a perfectly anti-aliased soft shadow!! How are they doing that?”
