> As for the lighting method I propose, well, I left this vague on purpose, because I don't really know how it should work <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised"> ! It will depend on the technology that will be used for the Lighting system, I am sure it has to be something more complicated than drawing and overlaying some shaded polygons, since it will have to respect multiple light sources that in return should interact with other light's shadows. And it should be fast! I'm thinking that you should be able to lit an entire level just with lights!
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> I have no idea what libraries can do that, so I don't know how they will work, blend together or whatever they might have to do. What I wanted to depict is the workflow and how lights should affect other light's shadows and bump-mapping, with just a few clicks.
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Well, in my mind blending modes gives the user freedom whether the individual Shadow Lights should be screened or added (dodged), hence why the user should be able to turn the Shadow Light effect opaque.
With the tests I have made I reached the conclusion that screening individual lights looks best, since (I think) we're dealing with 8-bit rendering here. In the real world, light is additive, but that would require a floating point rendering rather than 8 or 16-bit colour depth. Floating colour for this kind of engine is way overkill, so I don't feel it is necessary. And Add-blending tends to create ugly blobs when two light sources are mixed together. Yet the user should have the freedom to choose what to make of the effect.
This is a gif of the simple test I did with the lighting.
https://imgur.com/Mojlpsn
It is created with the same methods described by Ashley in the lighting tutorial. Although I am stuck with a limited number of lights, this is four dynamic lights with the demo running smoothly. I think this principle can hold at least ten lights at once on my regular laptop, I haven't tested it though, but using blending modes feels quite fast. And since I have a background in compositing, using blending modes for lighting feels very logical.
I am no programmer though, so I really don't know if it's more efficient to blend these lights using alpha channel.
But I do agree that AE's layer system provides both goods and bads. It's fast, but the flow of things are restricted by the layer order.
Any chance of getting a demo of this?