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 Post subject: Re: BAM Lighting Setup
 Post Posted: Sat Jan 12, 2019 9:35 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2610
Location: Ontario, Canada
SLAMT1LT wrote:
Ok, I finally figured out how to successfully add cool looking shadow maps using BAM.

Best if I just show you in a demo table. It's late now and I've run out of time but tomorrow I'll release one of my classic EM mods - Bally's Star Trek, updated with advanced lighting techniques, including realistic shadow maps.


I keep checking but the Star Trek Red link seems to be inactive, sounds cool !


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 Post subject: Re: BAM Lighting Setup
 Post Posted: Sat Jan 12, 2019 3:40 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 324
Gimli wrote:
SLAMT1LT wrote:
Ok, I finally figured out how to successfully add cool looking shadow maps using BAM.

Best if I just show you in a demo table. It's late now and I've run out of time but tomorrow I'll release one of my classic EM mods - Bally's Star Trek, updated with advanced lighting techniques, including realistic shadow maps.


I keep checking but the Star Trek Red link seems to be inactive, sounds cool !


There's a video link now that shows some of it off. Looks (and sounds) very nice. This is where having really low ambient lighting set in BAM would make it more noticeable.


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 Post subject: Re: BAM Lighting Setup
 Post Posted: Sat Jan 12, 2019 3:41 pm 
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Joined: Sun Sep 13, 2015 1:16 pm
Posts: 324
Gimli wrote:
SLAMT1LT wrote:
Ok, I finally figured out how to successfully add cool looking shadow maps using BAM.

Best if I just show you in a demo table. It's late now and I've run out of time but tomorrow I'll release one of my classic EM mods - Bally's Star Trek, updated with advanced lighting techniques, including realistic shadow maps.


I keep checking but the Star Trek Red link seems to be inactive, sounds cool !


There's a video link now that shows some of it off. Looks (and sounds) very nice. This is where having really low ambient lighting set in BAM would make it more noticeable.

https://www.youtube.com/watch?v=8qz869tEqVQ


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 Post subject: Re: BAM Lighting Setup
 Post Posted: Mon Jan 14, 2019 9:27 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2610
Location: Ontario, Canada
TerryRed wrote:
GeorgeH wrote:
Thanks Slam! I have been experimenting with shadow masks and found I have to learn more about lighting in order to make them work. The nano flashers you use are pretty cool.

George


To help clarify.... "Hardware Lights" are Flashers. When you add a new Flashers it's considered a Hardware Light. These lights render differently than other lights in that they can be more realistic looks and unform and can affect everything around them.

Hardware Lights work with FP or New Renderer...but New Renderer is where they will really look amazing. You can only have 7 Hardware Lights "active" at one time. This is only in reference to the flasher acting like a Hardware Light.


So for example....use a New Table to test. Add 7 flashers to the middle table and have them always ON. Then play the table. Use New Renderer with the Global Lighting really low and you'll see the huge difference netween FP and New Renderer.


Now exit and add 2 more flashers set to always ON. Play the table again. You will see that now only 7 of them will have the per-pixel lighting...BUT if you use the Manual Camera you will notice that if you move the camera so only 7 of them are in view, you will see other flashers becaome "hardware lights" depending on which are in view first,etc.


As for the Global Lighting. Think of that as a MASTER single Light that is always there. For normal FP it was never meant to be adjusted. With BAM, when you make Lighting and Ambient Lighting changes, it only affects that one light. With BAM you can also change the position, etc.


The BEST test for how good a table looks is to turn the global / ambient lighting completely off. Then you will see how using 2 hardware lights under the slings for GI truly works compared to a table with no hardware lights for GI.


Here's a video demonstrating several things:

1. Nano flashers only used for GI
2. Flashers used for Hardware lighting
3. "LED" Flasher mod where I used 2 layers of flashers each assigned to a "miniplayfield" and superimposed them on the table as we discussed previously.

Then I fade in /out each layer as required. One layer keeps the original flasher colours
(yellow and green) and the second layer I set all 4 flashers to red.

I also included the Nano Slingshot flashers in my layers, so I can illuminate GI with a second color but have not done that yet....

4. I have the "LED" layers in table editor hovering directly over the table and NOT off to the side as before and by doing this you can now code all of the flashers using Light Sequencing codes
See video where I toggle between light sequences with each layer of flashers....around 50 second mark of video.
all the flashers can be coded individually , together or as sequences

5. Shadow Maps

https://youtu.be/BPZk0jKLeGE


Last edited by Gimli on Tue Jan 15, 2019 11:38 am, edited 5 times in total.

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 Post subject: Re: BAM Lighting Setup
 Post Posted: Tue Jan 15, 2019 12:55 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2610
Location: Ontario, Canada
SLAMT1LT wrote:
That's it! Much better :)

Now this is a very useful gimmick for creating some nice effects. I do use sequencers for the flashers in Jaws so I probably won't use it in Jaws just yet. I need to play with it a bit more to figure out how best to use it.


SLAM , see preceding post with video confirming light sequencer capability...


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 Post subject: Re: BAM Lighting Setup
 Post Posted: Wed Feb 20, 2019 2:50 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2610
Location: Ontario, Canada
SLAMT1LT wrote:
Also the flairs on transparent bumper lights and flashers, they show through everything, even when they're behind solid objects. Annoying.


I may be onto a fix for this....?
It seems if you grab the flashers in a miniplafield and then set the "scale" = 0 it makes the flare go away, but the playfield and side rail are still illuminated.

So if this is the case, it may possible to have GI Flasher lighting controlled this way.
To be able to capture a group of flashes all in the same MP without grabbing other objects.a Flasher model that embedds slightly below the table level would do the trick (then you could grab a MP layer at that level..)

Otherwise you would have to grab each flasher/ bulb in its own MP....

In the video below observe the following Flasher GI lighting "tricks"

1. The upper bumpers contain normal FP flashers, grabbed in an MP with the scale = 0 as described above. Note how I toggle the unwanted flare on and off, and note how they illuminate both the table and the side walls
See 1:15 in video below


2. "No Flasher" Model . I noticed smoke used this trick to illuminate the entire ramp system in neon on World Cup Soccer with one flasher. This is simply done by adding a flasher using table editor and then setting the model to "none".
This seems to illuminate the sides only. I used this for one bumper and the right slingshot
in the video

3. "Nanoflash" Model. This is used by SLAM in the sling shots for GI lighting.
This seems to illuminate the slingshot and the side walls . And will illuminate the ball when it rolls by...
I used this for one bumper and the left slingshot in the video

4. Assigning side rail guide models as Flashers using FPMeditor program.
This way you can use the whole side rail as a hardware light.

https://youtu.be/-tW8vY_Y1Ew


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 Post subject: Re: BAM Lighting Setup
 Post Posted: Sat Feb 23, 2019 9:07 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2610
Location: Ontario, Canada
Flare Nullification for Table Illumination

I have been doing more testing and I believe using Miniplayfield tool to fix the Flare Glare Penetrating through all objects problem, works very nicely on both Bulbs and Flashers.

For now I will demonstrate what I think will be a great role for variable color flasher table illumination.

I will demonstrate with videos:
https://youtu.be/xxhLX4fPjmc

A. The First Video has the Flashers outside of the table rails. This is what Slam and others have discovered that a flasher placed outside of the table in the Games Room will illuminate the table.
Observations:
1. Flashers placed outside the table can only be switched on and of with Light Sequencer Code, you can't script fancy light sequences
2. Note the Glare shining through the table rails
3. Note when I grab the lights in a miniplayfield box and set scale = 0 the glare disappears
4. The external lighting was not as bright (which may be preferable)
5. Also it was interesting that when I toggle the games room on and off, it hides/reveals the flashers when Scale = 1. It doesn't treat the glare problem, but it conceals the flashers. A useless observation but interesting :lol:

Here is the demo table:
https://www.dropbox.com/s/vnabra574x5fr ... 2.fpt?dl=0
Make sure to choose "new renderer" and " dark night" under lighting. I set the ambient light even less than zero....

Here are the cheat keys:
1. "B" on keyboard swaps the playfield textures
2. "M" on keyboard swaps the colors in static way

https://youtu.be/E1wPglC3bFo

B. The Second Video has the flashers placed inside the rails on an elevated surface, that
made grabbing them easier in a miniplayfield box.
1. These flashers because they are inside the table can now utilize full light sequencing coding.
2. Again setting Scale = 0 removes the Glare artifact
3. The internal lighting is very bright and I had to changed the colors to darker luminosity
in color settings for each light
4. At the end, of video I used the shadow map menu, just to illuminate each light by itself
(I wasn't actually creating new shadow maps, it is just a slick way to show each light on an otherwise dark table)

Here is the demo table:
https://www.dropbox.com/s/zei65l8993j8d ... 3.fpt?dl=0
Make sure to choose "new renderer" and " dark night" under lighting. I set the ambient light even less than zero....

Here are the cheat keys:
1. "B" on keyboard swaps the playfield textures
2. "M" on keyboard swaps the colors in static way
3. "<" on keyboard swaps the colors and will rotate each color around the table in a light sequence
4. ">" on keyboard will use all the flashers , rotating through a bunch of different light sequence patterns


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