{"id":10,"date":"2008-11-20T21:00:44","date_gmt":"2008-11-20T21:00:44","guid":{"rendered":"\/progress73465\/?p=3"},"modified":"2008-11-20T21:00:44","modified_gmt":"2008-11-20T21:00:44","slug":"lighting-shading-and-contrast","status":"publish","type":"post","link":"https:\/\/railsimroutes.net\/blog\/openbve\/lighting-shading-and-contrast\/","title":{"rendered":"Lighting, Shading and Contrast"},"content":{"rendered":"<p>In this first entry, I&#8217;m going to talk about shadows, contrast and realism. Recently, I&#8217;ve been playing around with improved shadows and lighting effects, which are now possible thanks to <a href=\"http:\/\/openbve.freeforums.org\/\" target=\"_blank\" rel=\"noopener\">\u00bb openBVE&#8217;s \u00ab<\/a> support for daytime\/nightime texture transitions, as well as support for alpha-enabled PNG images which can be used as textures. Michelle and I briefly discussed time-of-day texture transitions and headlight glow effects recently, and it occured to me that not only could a glow effect be achieved with openBVE&#8217;s extended commands, but soft shadows could also be created. In these two screenshots of the <a href=\"http:\/\/www.trainsimcentral.co.uk\">Class 323 EMU<\/a> on <a href=\"\/x-city_south\/index.html\">Cross-City South<\/a>, you can see how these openBVE capabilities facilitate a rather nice effect in-game, which I feel adds to the visual quality and immersiveness considerably:<\/p>\n<table border=\"0\" cellspacing=\"0\" cellpadding=\"0\" width=\"100%\">\n<tbody>\n<tr>\n<td style=\"text-align: center\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/xcs_night.png\" alt=\"openBVE screenshot\" \/><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/xcs_day.png\" alt=\"openBVE screenshot\" \/><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>A while ago, <a href=\"http:\/\/telcontar.net\" target=\"_blank\" rel=\"noopener\">\u00bb Daniel Beardsmore \u00ab<\/a> and I were discussing my <a href=\"\/watfordjn-rugby\/screenshots.html\">Watford Junction to Rugby screenshots<\/a>, and that while they looked good, there was just something&#8230; <em>not quite right<\/em> about them. He hit the nail on the head when he mentioned contrast&#8211;which is simply too low in my textures&#8211;resulting in a somewhat washed out appearance to many of the scenes:<\/p>\n<table border=\"0\" cellspacing=\"0\" cellpadding=\"0\" width=\"100%\">\n<tbody>\n<tr>\n<td><a class=\"imglink\" href=\"\/watfordjn-rugby\/screenshots_2\/roade_openbve_3.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/watfordjn-rugby\/screenshots_2\/thumbnails\/roade_openbve_3.jpg\" alt=\"openBVE screenshot\" \/><\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>While helping with some of the <a href=\"http:\/\/openbve.uuuq.com\/en\/bugtracker.html\" target=\"_blank\" rel=\"noopener\">\u00bb now resolved \u00ab<\/a> openBVE plugin compatibility issues recently, I spent some time enjoying&#8230; sorry, testing&#8230; the rather stunning Japanese <a href=\"http:\/\/ec207.style.coocan.jp\/sn_p_test\/index.htm\" target=\"_blank\" rel=\"noopener\">\u00bb ATS-Sn\/P Test Route \u00ab<\/a>, and afterwards, the deficiency in my own textures became even more obvious, as the ATS-Sn\/P Test route&#8217;s textures have greater contrast and more shading, creating a much richer and more realistic and compelling visual experience, despite both routes using photo-realistic textures:<\/p>\n<table border=\"0\" cellspacing=\"0\" cellpadding=\"0\" width=\"100%\">\n<tbody>\n<tr>\n<td><a class=\"imglink\" href=\"\/images\/ats-sn_openbve_1.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/ats-sn_openbve_1.jpg\" alt=\"openBVE screenshot\" \/><\/a> <a class=\"imglink\" href=\"\/images\/ats-sn_openbve_2.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/ats-sn_openbve_2.jpg\" alt=\"openBVE screenshot\" \/><\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>The effect of shadows and contrast is also shown to good effect in the Joetsu Border and South routes (available here: <a href=\"http:\/\/gri.s60.xrea.com\/\" target=\"_blank\" rel=\"noopener\">\u00bb http:\/\/gri.s60.xrea.com \u00ab<\/a>):<\/p>\n<table border=\"0\" cellspacing=\"0\" cellpadding=\"0\" width=\"100%\">\n<tbody>\n<tr>\n<td><a class=\"imglink\" href=\"\/images\/joetsu_border_openbve_1.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/joetsu_border_openbve_1.jpg\" alt=\"openBVE screenshot\" \/><\/a> <a class=\"imglink\" href=\"\/images\/joetsu_south_openbve_1.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/joetsu_south_openbve_1.jpg\" alt=\"openBVE screenshot\" \/><\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Adding better shadows to <a href=\"\/watfordjn-rugby\/index.html\">Watford Junction to Rugby<\/a> helps considerably, although I need to up the contrast further still, particularly in the vegetation textures, and add more shading to the track textures:<\/p>\n<table border=\"0\" cellspacing=\"0\" cellpadding=\"0\" width=\"100%\">\n<tbody>\n<tr>\n<td><a class=\"imglink\" href=\"\/images\/wj-r_openbve_1.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/wj-r_openbve_1.jpg\" alt=\"openBVE screenshot\" \/><\/a> <a class=\"imglink\" href=\"\/images\/wj-r_openbve_2.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/wj-r_openbve_2.jpg\" alt=\"openBVE screenshot\" \/><\/a> <a class=\"imglink\" href=\"\/images\/wj-r_openbve_3.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/wj-r_openbve_3.jpg\" alt=\"openBVE screenshot\" \/><\/a> <a class=\"imglink\" href=\"\/images\/wj-r_openbve_4.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/wj-r_openbve_4.jpg\" alt=\"openBVE screenshot\" \/><\/a> <a class=\"imglink\" href=\"\/images\/wj-r_openbve_5.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/wj-r_openbve_5.jpg\" alt=\"openBVE screenshot\" \/><\/a> <a class=\"imglink\" href=\"\/images\/wj-r_openbve_6.jpg\"><img decoding=\"async\" style=\"padding-right: 0px; padding-left: 0px; padding-bottom: 0px; padding-top: 0px\" title=\"openBVE screenshot\" src=\"\/images\/thumbnails\/wj-r_openbve_6.jpg\" alt=\"openBVE screenshot\" \/><\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n","protected":false},"excerpt":{"rendered":"<p>In this first entry, I&#8217;m going to talk about shadows, contrast and realism. Recently, I&#8217;ve been playing around with improved shadows and lighting effects, which are now possible thanks to \u00bb openBVE&#8217;s \u00ab support for daytime\/nightime texture transitions, as well as support for alpha-enabled PNG images which can be used as textures. Michelle and I [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[7,8,11,15,21],"class_list":["post-10","post","type-post","status-publish","format-standard","hentry","category-openbve","tag-artwork","tag-cross-city-south","tag-openbve","tag-screenshots","tag-watford-jn-to-rugby"],"_links":{"self":[{"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/posts\/10","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/comments?post=10"}],"version-history":[{"count":0,"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/posts\/10\/revisions"}],"wp:attachment":[{"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/media?parent=10"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/categories?post=10"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/railsimroutes.net\/blog\/wp-json\/wp\/v2\/tags?post=10"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}