Colored Brightmaps
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Colored Brightmaps
Would somebody be interested in making Colored brightmaps for Doom 1 and 2? Possibly using Brightmaps Plus as a base?
- ramon.dexter
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Re: Colored Brightmaps
Okay, since brightmap is making bright of the (already colored) texture, what's you point? What about you actually show what you want make?
- Chris
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Re: Colored Brightmaps
I don't know about them, but in the general sense colored brightmaps are useful for self-illuminating lights or glows. For example, a zombie with glowing red eyes. The skin would be a pale white, while the brightmap would add pure red around the eyes where the glow hits the cheeks and nose. In a dark room, the red brightmap would mix with the pale white skin and produce red looking skin, and in a bright room with white light, the red glow would accumulate with the white light and you'd see white skin with a slight red tint. Without colored brightmaps, to make a red glow in the dark you'd have to make the skin red so a white light brightmap combines with it to look red, but then when placed in a bright room with white light, the skin would still look just as red. The white sector light + white brightmap light on a red surface will look red, since a red surface will only reflect red colors, while a white sector light + red brightmap light on a white surface will look white with a red tint, since a white surface will reflect all colors.ramon.dexter wrote: ↑Tue Feb 27, 2024 1:42 am Okay, since brightmap is making bright of the (already colored) texture, what's you point?
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Re: Colored Brightmaps
Colored brightmaps look better. Trust me
Re: Colored Brightmaps
Yep, I sometimes add a bit of colour to my brightmaps.
Imagine a wall texture with a yellowish light on it.
The light is meant to be casting a pool of light around itself on the wall texture that it is on, and this effect is baked in.
If you just use a white brightmap, as the pool of baked-in light on the texture fades to the colour of the background wall, it's very easy to get a bright "fringe" of lighter coloured wall at the edges of the light pool.*
If you use a brightmap with a yellowish appearance, then the pool of light is coloured right to the edges and it is less obvious that the wall itself has been brightened.
This can be particularly obvious when making small details bright and you have anti-aliasing on. So, some small red demon eyes on a texture might show a white-ish bright halo around them on the texture. Using a red brightmap can improve this.
Imagine a wall texture with a yellowish light on it.
The light is meant to be casting a pool of light around itself on the wall texture that it is on, and this effect is baked in.
If you just use a white brightmap, as the pool of baked-in light on the texture fades to the colour of the background wall, it's very easy to get a bright "fringe" of lighter coloured wall at the edges of the light pool.*
If you use a brightmap with a yellowish appearance, then the pool of light is coloured right to the edges and it is less obvious that the wall itself has been brightened.
This can be particularly obvious when making small details bright and you have anti-aliasing on. So, some small red demon eyes on a texture might show a white-ish bright halo around them on the texture. Using a red brightmap can improve this.