Hi guys ,
I want to enlight my character like this picture http://img.jeuxvideo.fr/photo/00711212-photo-tales-of-vesperia.jpg , i’m using directionallight but i have a lot of reflection that is really not what i want to , spotlight was not good too , how can i do like the picture ? ( without reflection and with enlightning )
Look at the TestCartoonEdge test case.
I guess you’ll have to combine it with the bloom filter if you want to achieve the same kind of render.
that’s what i did but directionallight makes very bad reflection on the character that makes ugly , plus the fact that when the character is at the opposide side of the light it’s very dark on it.
set m_shininess of your materials to 0
Don’t do that actually.
Set m_UseMaterialColors=true and then set the m_Ambient/m_Diffuse parameters to ColorRGBA.White and m_Specular to ColorRGBA.Black.
i changed thoses parameter on my toon code effect as you said but didn’t work , i also setted thoses parameter on my material model but i still have thoses light reflections on the model. Or maybe do i have to do that on the light ?
could you post a screen
Sure :
http://img684.imageshack.us/img684/9876/screennehon.png
Thanks a lot for this
Only a Sun is implemented the sample of code is here :
[java]
Vector3f lightDir = new Vector3f(-0.8719428f, -0.46824604f, 0.14304268f);
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.White.mult(0.8f));
dl.setDirection(lightDir);
[/java]
If you disable specular then you shouldn’t see those reflections. You might have did something wrong.
Make sure you set m_Diffuse to White and not m_Specular.
Setting Shiness to 0.5 worked , but i’m still annoyed about this m_specular story , i wish to know why it didn’t work …
Still searching how to enlight a 3D model here , if you have any ideas i’m open
Well i’m not crazy ,
http://img641.imageshack.us/i/screenmomoko.png/
i created a new material
[java]
Material mat_character = new Material(assetManager, “Common/MatDefs/Light/Lighting.j3md”);
mat_character.setFloat(“m_Shininess”, 5f);
mat_character.setColor(“m_Specular”, ColorRGBA.Black);
[/java]
Specular is at black statement and the results is very bad
do you really use the color ramp like it’s done in the testCartoonEdge?
yes
[java]
if (m.getMaterialDef().getName().equals(“Phong Lighting”)){
Texture t = assetManager.loadTexture(“Textures/ColorRamp/toon.png”);
t.setMinFilter(Texture.MinFilter.NearestNoMipMaps);
t.setMagFilter(Texture.MagFilter.Nearest);
m.setTexture(“m_ColorRamp”, t);
m.setBoolean(“m_UseMaterialColors”, true);
m.setColor(“m_Specular”, ColorRGBA.Black);
m.setColor(“m_Diffuse”, ColorRGBA.White);
m.setBoolean(“m_VertexLighting”, true);
}
[/java]