Sprite DLight's Kickstarter campaign shows a lot of examples, including 3 videos. There are 24 hours left to get the tool at the Kickstarter backer price and to participate in the backer beta, which will start by the end of December.Īll stretch goals are reached and the project is more than 650% funded. I am looking for ways to solve particularly the second issue, and I am open to suggestions. You can see this pretty good at joints like the elbows or the knees. This makes them look 'disconnected' to an extent. When processing an atlas with Sprite DLight, the shapes are 'inflated' from the edges to the center of each shape.A friend of mine (Jonas Jelli) wrote the shader you see in the video, and the normals already take the rotation into account there. The rotation of the bones has to be passed to the shader to display the normal maps correctly.The challenges of the integration with Spine are currently: Top left: Body parts of "Leutnant", © 2014 Philipp Lauthner, Bottom left: normal map generated by Sprite DLight from a slightly modified version of the original sprite, Right: shader preview in Jonas' Spine Shader In the Kickstarter video, there is an example of a character, animated in a Spine runtime, together with a normal mapped version of the atlas, and a shader. "Selen Run Animation" from Timespinner, ©2014 Lunar Ray Games, animated dynamic lighting preview of the sprite sheet in Sprite DLight The main use of Sprite DLight is the generation of normal maps from 2D sprites in one click, which allows for quick and atmospheric dynamic lighting effects in 2D games: 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.I would like to introduce the tool for game developers and artists I am currently running a pretty successful Kickstarter campaign for: 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. Automatically create normal maps from a sprites color or transparency. The emboss effect uses color differences to emphasise the structure of a surface. Probably you could do something passable with a simple approach. SpriteIlluminator uses the sprite's transparency to create an inflated surface from your sprite. I would love to hear any kind of input and feedback on the project. #SPRITE DLIGHT VS SPRITE LAMP MAC#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. 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. 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. 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.
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