What's the best method to render a deep chasm (fading to black) in a big area ?
I have a 2800x2800 (approximately) area, which I want the bottom to be completely dark. But the pit is very long (floor at -7500 when a bridge at -700 passes over).
I've read here that there exists few way to do so :
- Tried Substractive Light. Works very nice, but as the area is big I have to set a huge radius (= fps drop) and since there are few "towers" inside the zone, opposed walls are not affected by its light effect. So I would need to put several lights to cover every walls (= more and more fps drop)...
- Tried Transfer_Light with a detailed brightness gradient : works very poorly. (I use the Dark Sector light mode --> single and very brutal variation when brightness reaches 128, so no point of using it)
So I want to know if there exists another way or what would be the best rendering with the less fps drop effect.
Deep chasm rendering ?
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Re: Deep chasm rendering ?
You've already covered the two methods that I would normally use.
I have managed to get Transfer_Light looking good in the past but without being able to guaranteed the lighting mode that people use, and with Doom's inconsistent light gradient, it is a bit hit or miss. One thing that is nice about editing for other games is that brightness 0 is totally dark, full brightness is totally light and there is usally a linear progression from one to the other throughout the possible light values.
I have managed to get Transfer_Light looking good in the past but without being able to guaranteed the lighting mode that people use, and with Doom's inconsistent light gradient, it is a bit hit or miss. One thing that is nice about editing for other games is that brightness 0 is totally dark, full brightness is totally light and there is usally a linear progression from one to the other throughout the possible light values.
- zrrion the insect
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Re: Deep chasm rendering ?
Using Transfer_Light, if you change the sector colour from FFFFFF to a shade of grey, instead of altering the brightness, it may still look like it is getitng darker, but because you aren't altering the sector's brightness, the light mode may not mess it up as much.
Re: Deep chasm rendering ?
You could use a transparent non-solid 3dfloor with 1,1,1 black fog which doesn't extend above the mouth of the chasm.
Re: Deep chasm rendering ?
Thank you !zrrion the insect wrote:Using Transfer_Light, if you change the sector colour from FFFFFF to a shade of grey, instead of altering the brightness, it may still look like it is getitng darker, but because you aren't altering the sector's brightness, the light mode may not mess it up as much.
Spoiler:For me, it's quite good. Hope you guys think the same.

I didn't try this since zrrion's method works fine, but it makes me curious. Perhaps later on my map I'll try to use it to compare.kodi wrote:You could use a transparent non-solid 3dfloor with 1,1,1 black fog which doesn't extend above the mouth of the chasm.