Hi!
My name is Nicolas and I am making a mobile game / web browser game with a stained glass aesthetic / models.
In particular I love stained glass and the ability to reflect and emit dynamic, soft lighting and want to masterfully portray this visual effect / art form in Babylon.
I am a little overwhelmed by the variety of lighting methods in Babylon. There are multiple techniques / possible systems - and although the documentation is quite good, I am left with the question of which lighting techniques to test / use as a starting point.
In general I want ALL of the stained glass to sort of glow and be “radiant” and pleasing to the eye. Dull stained glass is just that - dull - so I am thinking a global light is good? But then there are pre-baked lights presumably inside of the model? Then there are shadow maps. and volumetric lighting?
I also see that there is emissive lighting which is a separate system, and my stained glass test model reflected but not not appear to transmit / radiate / allow light to pass through and illuminate it dynamically. The stained glass models I currently have are NOT transparent, and not emissive, so I am thinking this is the problem. I am having my technical artist make a variation of a test model with A) 1 model with emissive lighting, 2) 1 model with transparency in the glass and C) 1 model with both.
This is a good step in the right direction for testing creating lighting effects - but then there is the multivariable giga calculus of all of the lighting systems, techniques and settings to go alongside these specially modified models.
Instead of brute force testing EVERY single lighting technique, I was hoping to have some more insight from someone who has played with lighting as to some starting points in what will make glass "pop’ and really be colorful and energizing. I am open to very technical code, I just don’t want to try 100 techniques when maybe an expert / knowledgeable person can point me in the right direction.
Also, could some consideration be paid / could we discuss the performance implications of having 1 or more lights in a scene? At least one global light is necessary 100%, and I imagine the performance for that isn’t too terrible of a hit. But I am interested in experimenting with settings with the various dynamic shadows, multiple lights, gradient lights, shifting lights, and so on. Does anyone know any shorthands / techniques for premptively “guessing” or ball-park-figuring how much adding a few lighting sources / shadow sources will lower performance?
I am targeting 100-150 dollar phones (iOS and Android) and have already tested some base code on iOS and its snappy, but there’s plenty of optimization to add, models to add, and effects to add.
I’m thinking I will have a few performance settings that allow for higher end phones to be a little richer in graphics, whereas the default settings are more conservative.
Also, there is post processing and shaders…adding those can dramatically change the overall visual effect, but I didn’t want to get overwhelmed thinking about that when I still need to master basic lighting and achieving SOMETHING close to what I envision with the stained glass.
Do I need to KNOW the shaders / post processing im going to use BEFORE calibrating / deciding my lighting? Or can I simply get “pretty good” or “darn good” lighting and safely assume the post processing / shaders will be a little extra pizazz without ruining everything? And how big of a performance hit is it? Is there any source of data / experimental trials / documentation that shows the progressive performance hit of various layers of complexity being added?
We’re making a fairly intricate, ambitious game, so I really want it to be as beautiful as can be and show off Babylon’s capabilities. I’m also open to documenting my performance testing so that others in the future have ballpark estimates of performance levels with various settings and numbers of models / animations / lightings / etc on multiple tiers of phones / devices. I already will have to profile the hell out of the game and optimize the hell out of the engine and the models / graphics, so I think it only makes sense to give back to the community in that later phase and give really good documentation and help.
I know i’m asking a lot of open ended / complex questions, but ANY information or resources aside from just the master docs would be helpful.
Thanks so much for your time and happy holidays!