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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
| View Poll Results: Do you want the ambient light reflection effect back? | |||
| Yes, it looks good |
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101 | 86.32% |
| No, it does not look good |
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3 | 2.56% |
| I didn't know it ever existed |
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13 | 11.11% |
| Voters: 117. You may not vote on this poll | |||
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Thread Tools | Display Modes |
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#1
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I'm going to help you all and tell you the proper term for the lighting technique you're describing:
Fresnel Lighting, or alternatively, a simpler way to say it is usally "Rim Lighting". Here's an example of it being used in a different application: http://members.iinet.net.au/~nexx/stuff/smg_unreal2.jpg So, to reiterate; this is not SSAO, not normal maps, not anything but a simple fresnel shader. |
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#2
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Quote:
Need to be reworked first Quote:
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#3
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Quote:
You can for example feed the averaged colour of the atmoshpere scattering to the fresnel shader (like making it more orange-pinkish at dusk), further increasing the usefulness of the shader, but not much more than that really. EDIT: Also to keep in mind, stuff like using specular maps to mask Fresnel lighting becomes -really- costly in the end in terms of performance. |
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#4
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I really wish once they finish this major graphics overhaul they can bring back these ambient light reflection effects as an OPTION in the graphics options menu. Players who want it can enable it and players who don't can disable it.
They disabled it long time ago and I sorely miss it. Made the sim really stand out to its competitors and made it as real looking as possible. A few memories in these screens: ![]() ![]() Especially notice the beautiful orange glow along the hurricane leading edge and the 109 engine nacelle/cockpit. Stunning |
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