Try figure out how this is done - Impressive Blender Game Engine Area Light feature

I am trying to figure out how they did this - and how we can do it in Unity.
I am guessing some kind of cubemap + spot lights. What do you guys think?

Actually, I don’t think this is cubemap - because the reflection is dynamic - when the area lights start rotating its reflected in the wall.

Yes it is not just a simple cubemap shader. If you look at around 7:10 min, he uses a movie texture as lighting source. It is a realtime light similar to the area lights that CryEngine has.
There is a dedicated thread at Blenderartists.org (in the game engine sub forum) about all the new BGE features he develops with another guy.

I don’t know how hard it is to implement that into Unity. But I know that he is quite a genius with such things (just take a look at his other videos) I thought several times, that UT should hire this guy when I came across his stuff.

I think this stuff is in hard surface shaders pro and chicken’s bundle.

great technique, if BGE would can compile game builds I never has touch unity. :wink:

This is very nice looking indeed. As others have said, it really is excellent work. Maybe UT should hire this guy, like nipoco stated. :smile:

I don’t think I’ve ever seen you make a post that wasn’t either bad mouthing Unity or promoting other game engines.

“I don’t think I’ve ever seen you make a post that wasn’t either bad mouthing Unity or promoting other game engines.”

well, i has a big deception with unity free (i worked with unity pro some time in a company) then when begin some personal work with unity free and see the limitations as not have dynamic shadows i search other tools, maybe i like share my deception with unity free in the unity forum, and forums has made for talk, i not see problem with this, if you see all my post i never fault respect to someone, the only problem is my regular english and that some people not understand my words, the forum moderators can delete my account when they like, personally i not like the fans forums as “i love unity and the other game engines are bad”, i am happy with that many unity free game developers have success and make money with their projects and then make more games, i like good videogames made with any tool.

I had a look at hard surface shaders pro and chicken’s bundle, doesn’t look like its the same thing.
But good suggestion nonetheless, now I have to put those 2 on my shopping list next. :smile:

I wonder if you could do it with some kind of projective texturing, with a very wide field of view?

Funny, last time I’ve re-checked Blender it didn’t have good realtime rendering (does it even have OpenGL?), and I dumped it off the harddrive, since it didn’t seem serious to use for big scenes over 100000 polys.

I know everybody and their grandma are patching Blender, do I see some progress into a serious tool finally?

It had always OpenGL. And there happend a lot with the BGE within the last year. You have now variance shadow maps that working with sun lamps too. Inferred rendering is in the works along with sss, volumetric lights and some other goodies as seen in the video above.

But BGE has still a long way to go. The main issues are still performance, usability and a easy multi platform deployment. Unfortunately, the few talented people who work on that, doing that in their spare time. The Blender Foundation does not support the BGE financially. Only with some GSOC projects. And that money comes from Google.

The guy who made posted an earlier version here. GLSL source - should potentially be portable to a Unity projector.

http://www.gamedev.net/topic/552315-glsl-area-light-implementation/

Oh wow, nice find Nicholas!

I am still puzzled by how he did it - I had another look at the GLSL code but that covers the light source part - the amazing part is the reflection in the video - almost mirror like reflection when he turned the specularity up. I am guessing its some kind of camera based “render to texture” and project onto the wall’s surfaces (and every other surfaces in view)? If it is, that’s quite prohibitively expensive to render. But if its not, how did he do it?