gelic-idealab / impress

Education Research domain module for the Komodo platform
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Repair lighting to have less shadow / directionality #4

Open Barasakar opened 2 years ago

Barasakar commented 2 years ago

Enhancement Description

Change the light setting for the scene so that it has less shadow and less directional light. The scene's lighting should be fairly similar to the space's. However, the lighting should not overly affect the colors of models.

How to Test

Action: compare a model's color inside and outside of the scene and see how much color differences it has.

Expected Result: the model should be darker (but the color should be still there) and the lighting will be more ambient rather than directional.

jplaney commented 2 years ago

As a testing platform on tiltbrush this was achieved my modifying the lighting so that only the indirect, "secondary" light was used that did not generate shadow. The idea here is that they will be predicting where shadow may fall and sketching it themselves, so we didn't want them to be confused by shadows cast from an environment light source they can't control.

Barasakar commented 2 years ago

I made some changes to the lighting: the light should be softer than it used to be. Let me know what you think @jplaney @parseccentric

Before: https://i.imgur.com/CZgvqXq.png

After: https://i.imgur.com/cg2tTF3.png

jplaney commented 2 years ago

Yeah this is better. It might just be the view angle here, but is there a way to sort of soften/blend that band that still appears a bit between the lit and unlit faces?

Barasakar commented 2 years ago

@jplaney Yes, that can be fixed.

Also I have a question about your opinions on the color of models. For now the models appear a bit darker than the actual material does. Here is how different they are: Color of a model appears in Komodo: https://i.imgur.com/8en5xwa.png Color of the model appears outside of Komodo: https://i.imgur.com/aumlgXO.png

What's your thought on this? Would you want me to make some changes for this?

jplaney commented 2 years ago

That second image 404's for me. But the first is a bit dark, I might be fighting two things here where I want indirect lighting but also the shapes should still pop out relative to the starfield.

Here's an example from the early tiltbrush stuff I was doing in regard to lighting (these are on pretty low poly models so might not be the best comparison):

Too direct: https://imgur.com/CLGYwLe Toned down: https://imgur.com/0TI8ONh

Barasakar commented 2 years ago

Sorry about the second image; this one should work https://i.imgur.com/0De2Hfu.png

Based on the images you sent, I think the lighting in the current change should be good to go. I apologized for picking a dark brown color; that was why it appeared darker.

Here is a better example of what the current lighting is like: https://i.imgur.com/kB8UskW.png
The palette shows what the color actually looks like without lighting from Komodo, and the sphere shows the color with Komodo lighting effects.

jplaney commented 2 years ago

Yeah, I agree...we can test it out to be sure, but this looks good to me, thanks!