5/28/2023 0 Comments Sprite dlight vs sprite lamp![]() ![]() I think light-mapping on 2D textures is a sadly underused approach, which will hopefully become more common as 2D game makers increasingly use tool sets like Unity that support the necessary shaders out of the box. In any event, a very cool project and I can't wait to play the games that get made with it. This is all just a guess, and I'm sure his technique is a lot more sophisticated, if nothing else because it sounds like he's been tweaking and iterating on his algorithms for a while now. ![]() Once you've got the depth map, there are some simple algorithms to generate a normal map from it. Tweak the depth based on pixel color intensity relative to neighboring pixels, under the assumption that a darker pixel next to a lighter pixel is farther from the camera than the lighter pixel. logarithm or square root) to soften the peaks. ![]() Perform some kind of blur on that depth map, and some other bounding/softening function (e.g. the nearest pixel that's not part of the sprite). Assume a pixel's depth equals its distance from the nearest background pixel (i.e. Probably you could do something passable with a simple approach. I would love to hear any kind of input and feedback on the project. The tool is being developed for Windows, Mac and Linux, and the backer beta is scheduled to start around mid-December. Sprite DLight also creates depth (cross conversion between depth and normal maps possible), ambient occlusion and specularity maps, and it has an option to combine multiple normal maps in a correct way.Ī lot more information, videos and examples are available here: The final stretch goal has just been reached: "Manual artistic control" brings the ability to split normal maps into light maps, that can be painted on in any image editor and be merged back to a new normal map.įor engines that do not support shaders, the tool allows you to re-render and batch-export sprites for different environments. The Kickstarter has 3 days to go and is about 580% funded. For games with lots of assets and animations, a developer without any artistic skills will be able to batch process all sprites and sprite sheets in a matter of seconds, without any additional work. Rim Intense Increase or decrease the brightness. Rim Thickness Changes the line thickness. This border is based off of the outline shader code from GDQuest. Rim Light Activates a border on your 2D sprite that reacts brightly to light. Automatically create normal maps from a sprites color or transparency. Also, because terrains are pretty large (513 units. The emboss effect uses color differences to emphasise the structure of a surface. In contrast to existing normal map generators and plugins, Sprite DLight generates a voluminous normal map based only on the input sprite, where the overall shape and the details of the subject are taken into account. SpriteIlluminator uses the sprite's transparency to create an inflated surface from your sprite. I don't have Spine, but I do have After Effects, and I'm wondering if the same or similar shaders would work with animations done in After Effects. I know that there are shaders you can use with Spine, which make it so you don't have to draw a completely new normal map for each from of the animation. With this, you could create a game featuring dynamic lighting on pixel art characters and objects, simply by processing the game art and using the normal maps in combination with a shader. My eventual goal is to use Sprite Lamp to create fluid animations with dynamic lighting. Of course, any kind of feedback on the project is highly appreciated.Hey, I am Dennis, developer and artist, currently running a Kickstarter for Sprite DLight, a tool for game developers that generates normal maps from 2D sprites in one click. Seams like Software projects are not looked at a lot on Greenlight, so Yes votes are very welcome. Sprite DLight Kickstarter page (Final hours running) Supported operating systems will be Windows, Mac and Linux, and the backer beta is planned to start by the end of December. Game developers love the tool and we will probably see quite some games using that technique soon: The Kickstarter campaign is almost 650% funded and all stretch goals are reached (lighting preview, Mac version, re-rendering of sprites for different environments, and a feature for manual artistic control over the generated maps). The usage of the tool is simple: open a sprite, press a button and let it generate the normal map. These can be used with any game engine that supports shaders, which allows for awesome dynamic lighting effects. My name is Dennis, I am working on Sprite DLight, a tool for game developers that automatically generates normal maps, based only on already existing sprites. Imagine a game featuring pixel art and dynamic lighting. ![]()
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