I’ve been trying to make an old looking game and I’m struggling to get this last thing right. It started with this:
I wanted straight down vertical lighting, kind of like DOOM. When i tried this though, I realised that the light tapered off based on the normal of the faces.
I understand that ambient light basically does this, but thats adding light. I don’t want to add/remove light in doing this, just the way its interpreted.
not sure what you mean. with light? like if the light just passed right through it and showed on the other side as well. im as confused as you probably are
Use EMISSION or IRRADIANCE in the shader. Note that this will add to the lit side as well so you’d want to scale the light source intensity down to compensate.
Well isn’t that what you want? The unlit side of the object is “in the dark”. The local illumination model doesn’t know what represents “dark” to you. The only information it operates on is directional/positional light source and the mesh normal.
You can try using global illumination in the world environment node but have in mind that it requires some setting up and may not behave exactly how you want it to.
i cant explain it any other way than light going through the mesh. it doesnt really add or remove light from nowhere, it just gets the light that it recieves and doesnt fade it out with its normal.
yeah, been tinkering with that for a while now and the normal manipulation is the best thing ive got so far. issue is though, it tends to cause some weird artifacts at certain angles, which makes sense.
tried backlight, currently trying some subsurface scattering shaders and it kind of works. issue is, it still has these bands of dark that get near the edge of the light.
You can always convert material to a shader and look at the shader code.
The problem here is that your description is contradictory. You seem to be wanting things that cancel each other. That’s why it’s best to make a mockup in Blender, to visually articulate what you want and see if it even makes sense from the lighting perspective.