{"id":39053,"date":"2019-10-31T22:27:36","date_gmt":"2019-10-31T19:27:36","guid":{"rendered":"https:\/\/prohoster.info\/blog\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt\/"},"modified":"2019-10-31T22:27:36","modified_gmt":"2019-10-31T19:27:36","slug":"kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","title":{"rendered":"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/1cde9de838dae93f6925388753308f25.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nV o\u010dek\u00e1v\u00e1n\u00ed PS5 a Project Scarlett, kter\u00e9 budou podporovat ray tracing, jsem se zamyslel nad osv\u011btlen\u00edm ve hr\u00e1ch. Na\u0161el jsem materi\u00e1l, kde autor vysv\u011btluje, co je sv\u011btlo, jak ovliv\u0148uje design, m\u011bn\u00ed hratelnost, estetiku a z\u00e1\u017eitek. V\u0161e s p\u0159\u00edklady a screenshoty. B\u011bhem hry si toho hned nev\u0161imnete.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<h2>\u00davod<\/h2>\n<p>\nOsv\u011btlen\u00ed nen\u00ed pot\u0159eba jen k tomu, aby hr\u00e1\u010d vid\u011bl sc\u00e9nu (i kdy\u017e je to velmi d\u016fle\u017eit\u00e9). Sv\u011btlo ovliv\u0148uje emoce. Mnoho technik osv\u011btlen\u00ed v divadle, filmu a architektu\u0159e se pou\u017e\u00edv\u00e1 k pos\u00edlen\u00ed emocion\u00e1ln\u00edho obsahu. Pro\u010d by tyto principy nemohli p\u0159evz\u00edt hern\u00ed design\u00e9\u0159i? Vztah mezi obrazem a emocion\u00e1ln\u00ed odezvou poskytuje dal\u0161\u00ed mocn\u00fd n\u00e1stroj, kter\u00fd pom\u00e1h\u00e1 pracovat s postavami, narativem, zvukem, hern\u00edmi mechanikami a tak d\u00e1le. Interakce sv\u011btla s povrchem ovliv\u0148uje jas, barvu, kontrast, st\u00edny a dal\u0161\u00ed efekty. To v\u0161e se prom\u011b\u0148uje v z\u00e1klad, kter\u00fd by m\u011bl zvl\u00e1dnout ka\u017ed\u00fd design\u00e9r.<\/p>\n<p>C\u00edlem tohoto materi\u00e1lu je ur\u010dit, jak design osv\u011btlen\u00ed ovliv\u0148uje estetiku hry a u\u017eivatelskou zku\u0161enost. Rozeb\u00edr\u00e1me povahu sv\u011btla a to, jak se pou\u017e\u00edv\u00e1 v jin\u00fdch oblastech um\u011bn\u00ed, abychom analyzovali jeho roli ve videohr\u00e1ch.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/08b4722bb263107e6cc619021bae2ae6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Labut\u00ed jezero, Alexander Ekman<\/i><\/p>\n<h2>I \u2014 Povaha sv\u011btla<\/h2>\n<p>\n\"Prostor, sv\u011btlo a po\u0159\u00e1dek. To jsou v\u011bci, kter\u00e9 lid\u00e9 pot\u0159ebuj\u00ed stejn\u011b moc, jako pot\u0159ebuj\u00ed kus chleba nebo nocleh,\" \u2014 Le Corbusier.<\/p>\n<p>P\u0159irozen\u00e9 sv\u011btlo n\u00e1s prov\u00e1z\u00ed od okam\u017eiku narozen\u00ed. Je nezbytn\u00e9, nastavuje n\u00e1\u0161 p\u0159irozen\u00fd rytmus. Sv\u011btlo \u0159\u00edd\u00ed procesy na\u0161eho organismu a ovliv\u0148uje biologick\u00e9 hodiny. Poj\u010fme prozkoumat, co je to sv\u011bteln\u00fd tok, intenzita sv\u011btla, barva a ohniskov\u00e9 body. A pak pochop\u00edme, z \u010deho sv\u011btlo sest\u00e1v\u00e1 a jak se chov\u00e1.<\/p>\n<h3>1 \u2014 Co vid\u00ed lidsk\u00e9 oko<\/h3>\n<p>\nSv\u011btlo je sou\u010d\u00e1st\u00ed elektromagnetick\u00e9ho spektra, kter\u00e9 je viditeln\u00e9 okem. V tomto \u00faseku jsou vlnov\u00e9 d\u00e9lky v rozmez\u00ed od 380 do 780 nm. B\u011bhem dne rozli\u0161ujeme barvy d\u00edky \u010d\u00edpk\u016fm, zat\u00edmco v noci oko pou\u017e\u00edv\u00e1 ty\u010dinky a vid\u00edme jen odst\u00edny \u0161ed\u00e9.<\/p>\n<p>Z\u00e1kladn\u00ed vlastnosti viditeln\u00e9ho sv\u011btla jsou sm\u011br, intenzita, frekvence a polarizace. Jeho rychlost ve vakuu \u010din\u00ed 300 000 000 m\/s, a to je jedna z fundament\u00e1ln\u00edch fyzik\u00e1ln\u00edch konstant.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/49f7d0d05d830d3de4db5f4b9cb21ce9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Viditeln\u00fd elektromagnetick\u00fd spektrum<\/i><\/p>\n<h3>2 \u2014 Sm\u011br \u0161\u00ed\u0159en\u00ed<\/h3>\n<p>\nVe vakuu neexistuje \u017e\u00e1dn\u00e1 hmota a sv\u011btlo se \u0161\u00ed\u0159\u00ed p\u0159\u00edmo. Chov\u00e1 se v\u0161ak jinak p\u0159i st\u0159etu s vodou, vzduchem a jin\u00fdmi l\u00e1tkami. P\u0159i kontaktu s l\u00e1tkou je \u010d\u00e1st sv\u011btla pohlcov\u00e1na a p\u0159em\u011bn\u011bna na tepelnou energii. P\u0159i st\u0159etu s pr\u016fhledn\u00fdm materi\u00e1lem je tak\u00e9 \u010d\u00e1st sv\u011btla pohlcov\u00e1na, ale zbytek proch\u00e1z\u00ed skrz. Na hladk\u00fdch objektech, jako je zrcadlo, se sv\u011btlo odr\u00e1\u017e\u00ed. Pokud je povrch objektu hrub\u00fd, sv\u011btlo se rozptyluje.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/53bf40a9772bf5c8c672067ab67399b6.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/0397bd3e7f79767bea3628de88640b9c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Sm\u011br \u0161\u00ed\u0159en\u00ed sv\u011btla<\/i><\/p>\n<h3>3 \u2014 Z\u00e1kladn\u00ed charakteristiky<\/h3>\n<p>\nSv\u011bteln\u00fd tok. Mno\u017estv\u00ed sv\u011btla vyza\u0159ovan\u00e9ho zdrojem sv\u011btla.<br \/>\nJednotka m\u011b\u0159en\u00ed: lm (lumen).<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/f084baec372f82c9418e1e9327ec9dde.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Intenzita sv\u011btla.<\/b> Mno\u017estv\u00ed sv\u011btla p\u0159en\u00e1\u0161en\u00e9ho v ur\u010dit\u00e9m sm\u011bru.<br \/>\nJednotka m\u011b\u0159en\u00ed: cd (kandel).<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/51f544593b8d19aadd9d44dab85f5e48.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Osv\u011btlen\u00ed. <\/b>Mno\u017estv\u00ed sv\u011bteln\u00e9ho toku, kter\u00e9 dopad\u00e1 na povrch.<br \/>\nOsv\u011btlen\u00ed = sv\u011bteln\u00fd tok (lm) \/ plocha (m\u00b2).<\/p>\n<p>Jednotka m\u011b\u0159en\u00ed: lx (lux).<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/132ba4891adb4d8afb2abb6341cdb46e.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Jas.<\/b> To je jedin\u00e1 z\u00e1kladn\u00ed charakteristika sv\u011btla, kterou lidsk\u00e9 oko vn\u00edm\u00e1. Na jedn\u00e9 stran\u011b zohled\u0148uje jas zdroje sv\u011btla, na druh\u00e9 stran\u011b povrch, co\u017e znamen\u00e1, \u017ee siln\u011b z\u00e1vis\u00ed na \u00farovni odrazu (na barv\u011b a povrchu).<br \/>\nJednotka m\u011b\u0159en\u00ed: cd\/m\u00b2.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/84b29ea5b46e41888901a0f53d457248.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h3>4 \u2014 Barevn\u00e1 teplota<\/h3>\n<p>\nBarevn\u00e1 teplota se m\u011b\u0159\u00ed v Kelvinech a zobrazuje barvu konkr\u00e9tn\u00edho zdroje sv\u011btla. Britsk\u00fd fyzik William Kelvin oh\u0159\u00e1l kus uhl\u00ed. Z\u00e1\u0159il r\u016fzn\u00fdmi barvami, kter\u00e9 odpov\u00eddaly r\u016fzn\u00fdm teplot\u00e1m. Nejprve uhl\u00ed z\u010dervenalo, ale jak se zah\u0159\u00e1lo, barva se zm\u011bnila na jasn\u011b \u017elutou. P\u0159i maxim\u00e1ln\u00ed teplot\u011b emitovan\u00e9 sv\u011btlo bylo modro-b\u00edl\u00e9.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/f58da2399eaf7f64236f1c864be8a617.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/1895e53b07e68edb696ad7280f3e62bb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>P\u0159irozen\u00e9 sv\u011btlo, 24 hodin, Simon Leahy<\/i><\/p>\n<h2>II \u2014 Techniky designu sv\u011btla<\/h2>\n<p>\nV t\u00e9to \u010d\u00e1sti si uk\u00e1\u017eeme, jak\u00e9 vzory osv\u011btlen\u00ed lze pou\u017e\u00edt k ovlivn\u011bn\u00ed v\u00fdrazu obsahu\/vizu\u00e1ln\u00edho zobrazen\u00ed. K tomu ur\u010d\u00edme podobnosti a rozd\u00edly v technik\u00e1ch osv\u011btlen\u00ed, kter\u00e9 pou\u017e\u00edvali um\u011blci a design\u00e9\u0159i sv\u011btla.<\/p>\n<h3>1 \u2014 Sv\u011btlo-t\u00edha a tenebrismus<\/h3>\n<p>\nSv\u011btlo a st\u00edn jsou jedn\u00edm z koncept\u016f um\u011bleck\u00e9 teorie, kter\u00fd se vztahuje k distribuci osv\u011btlen\u00ed. Pomoc\u00ed n\u011bj se zachycuj\u00ed tonalitn\u00ed p\u0159echody za \u00fa\u010delem vyj\u00e1d\u0159en\u00ed objemu a n\u00e1lady. Georges de La Tour je zn\u00e1m\u00fd sv\u00fdmi d\u00edly s no\u010dn\u00edm osv\u011btlen\u00edm a sc\u00e9nami osv\u011btlen\u00fdmi plamenem sv\u00ed\u010dky. \u017d\u00e1dn\u00fd z jeho p\u0159edch\u016fdc\u016f se nev\u011bnoval takov\u00fdm p\u0159echod\u016fm tak mistrn\u011b. Sv\u011btlo a st\u00edn maj\u00ed v jeho prac\u00edch kl\u00ed\u010dovou roli a jsou sou\u010d\u00e1st\u00ed kompozice v r\u016fzn\u00fdch a \u010dasto alternativn\u00edch variant\u00e1ch. Studium obraz\u016f de La Tour pom\u00e1h\u00e1 porozum\u011bt pou\u017e\u00edv\u00e1n\u00ed sv\u011btla a jeho vlastnost\u00ed.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/92d20ad6513bd4989aceb4ba0b6ddfed.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Georges de La Tour \u201eH\u0159\u00ed\u0161n\u00e1 Maria Magdalena\u201c, 1638-1643.<\/i><\/p>\n<h4>a \u2014 Vysok\u00fd kontrast<\/h4>\n<p>\nNa tomto obraze se sv\u011btl\u00e1 tv\u00e1\u0159 a od\u011bv vyj\u00edmaj\u00ed na tmav\u00e9m pozad\u00ed. D\u00edky vysok\u00e9mu kontrastu t\u00f3n\u016f je pozornost div\u00e1ka soust\u0159ed\u011bna na tuto \u010d\u00e1st obrazu. Ve skute\u010dnosti by takov\u00fd kontrast neexistoval. Vzd\u00e1lenost mezi tv\u00e1\u0159\u00ed a sv\u00ed\u010dkou je v\u011bt\u0161\u00ed ne\u017e mezi sv\u00ed\u010dkou a rukama. Nicm\u00e9n\u011b, kdy\u017e porovn\u00e1me se tv\u00e1\u0159\u00ed, vid\u00edme, \u017ee tonalita a kontrast na rukou jsou potla\u010den\u00e9. Georges de La Tour pou\u017e\u00edv\u00e1 r\u016fznou kontrastnost, aby p\u0159il\u00e1kal pozornost pozorovatele.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/37f4240aa239f1a5750dc12420a4c12f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h4>b \u2014 Kontura a rytmus sv\u011btla<\/h4>\n<p>\nKv\u016fli vysok\u00e9mu rozd\u00edlu t\u00f3n\u016f se na n\u011bkter\u00fdch okraj\u00edch postavy objevuj\u00ed kontury. I v temn\u00fdch \u010d\u00e1stech obrazu r\u00e1d pou\u017e\u00edv\u00e1 r\u016fzn\u00e9 t\u00f3ny k zv\u00fdrazn\u011bn\u00ed hranic objektu. Sv\u011btlo se nesoust\u0159ed\u00ed na jedno m\u00edsto, klou\u017ee dol\u016f: od tv\u00e1\u0159e k noh\u00e1m.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/2918d3787533f73c1d450cba568099ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>c \u2014 Zdroj sv\u011btla<\/h4>\n<p>\nVe v\u011bt\u0161in\u011b sv\u00fdch d\u011bl Georges de La Tour pou\u017e\u00edv\u00e1 sv\u00ed\u010dky nebo lampy jako zdroj sv\u011btla. Na obraze je zn\u00e1zorn\u011bna ho\u0159\u00edc\u00ed sv\u00ed\u010dka, ale ji\u017e v\u00edme, \u017ee sv\u011btlo a st\u00edn zde nez\u00e1vis\u00ed na n\u00ed. Georges de La Tour um\u00edstil tv\u00e1\u0159 na tmav\u00e9m pozad\u00ed a postavil sv\u00ed\u010dku tak, aby vytvo\u0159il ostr\u00fd p\u0159echod mezi t\u00f3ny. Pro vysok\u00fd kontrast se sv\u011btl\u00e9 t\u00f3ny st\u0159\u00eddaj\u00ed s tmav\u00fdmi, \u010d\u00edm\u017e se dosahuje optim\u00e1ln\u00edho efektu.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/5b23539e6ec4d10c538aff3b90015548.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>d \u2014 Sv\u011btlo a st\u00edn jako kompozice geometrick\u00fdch tvar\u016f<\/h4>\n<p>\nPokud zjednodu\u0161\u00edme sv\u011btlo a st\u00edn v t\u00e9to pr\u00e1ci, uvid\u00edme z\u00e1kladn\u00ed geometrick\u00e9 tvary. Jednota sv\u011btl\u00fdch a tmav\u00fdch t\u00f3n\u016f tvo\u0159\u00ed jednoduchou kompozici. Nep\u0159\u00edmo stanovuje pocit prostoru, ve kter\u00e9m poloha p\u0159edm\u011bt\u016f a postav ukazuje pop\u0159ed\u00ed a pozad\u00ed, vytv\u00e1\u0159ej\u00edc\u00ed nap\u011bt\u00ed a energii.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/4b892d32ad6a42a99507ca209d60692c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Hlavn\u00ed kinematografick\u00e9 techniky osv\u011btlen\u00ed<\/h3>\n<p><\/p>\n<h4>2.1 \u2014 Osv\u011btlen\u00ed s t\u0159emi body<\/h4>\n<p>\nJedn\u00edm z nejpopul\u00e1rn\u011bj\u0161\u00edch a nejefektivn\u011bj\u0161\u00edch zp\u016fsob\u016f osv\u011btlen\u00ed jak\u00e9hokoliv objektu je osv\u011btlen\u00ed s t\u0159emi body, klasick\u00e1 hollywoodsk\u00e1 sch\u00e9ma. Tato technika umo\u017e\u0148uje zachytit objem p\u0159edm\u011btu.<\/p>\n<p><b>Hlavn\u00ed sv\u011btlo (Key Lighting)<\/b><br \/>\nObvykle je to nejsiln\u011bj\u0161\u00ed sv\u011btlo v ka\u017ed\u00e9 sc\u00e9n\u011b. M\u016f\u017ee vych\u00e1zet odkudkoliv, jeho zdroj m\u016f\u017ee b\u00fdt po stran\u011b nebo za objektem (Jeremy Birn \u201eDigit\u00e1ln\u00ed osv\u011btlen\u00ed a renderov\u00e1n\u00ed\u201c).<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/54b29632796f88b130e690bb010e737f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Vypl\u0148uj\u00edc\u00ed sv\u011btlo (Fill Lighting)<\/b><br \/>\nJak n\u00e1zev napov\u00edd\u00e1, pou\u017e\u00edv\u00e1 se k 'vypln\u011bn\u00ed' a odstran\u011bn\u00ed tmav\u00fdch oblast\u00ed, kter\u00e9 vytv\u00e1\u0159\u00ed hlavn\u00ed sv\u011btlo. Vypl\u0148uj\u00edc\u00ed sv\u011btlo je v\u00fdrazn\u011b m\u00e9n\u011b intenzivn\u00ed a um\u00edst\u011bn\u00e9 pod \u00fahlem k hlavn\u00edmu zdroji sv\u011btla.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/dc4d53ec6b73c32d93425ed8b7f96f5f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Pozad\u00ed sv\u011btlo (Backlighting)<\/b><br \/>\nPou\u017e\u00edv\u00e1 se k zaji\u0161t\u011bn\u00ed objemu sc\u00e9ny. Odd\u011bluje objekt od pozad\u00ed. Stejn\u011b jako vypl\u0148uj\u00edc\u00ed sv\u011btlo, pozad\u00ed sv\u011btlo je m\u00e9n\u011b intenzivn\u00ed a pokr\u00fdv\u00e1 v\u011bt\u0161\u00ed plochu objektu.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/c7168b703e228756dbbbca4886221ecd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>2.2 \u2014 Zespodu<\/h4>\n<p>\nKv\u016fli pohybu Slunce jsme zvykl\u00ed vid\u011bt lidi osv\u011btlen\u00e9 z jak\u00e9hokoliv \u00fahlu, ale ne zezdola. Tento zp\u016fsob vypad\u00e1 velmi neobvykle.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/3c4ee5385ccf2505a0273f4e1bdba12b.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201aFrankenstein\u2018, James Whale, 1931<\/i><\/p>\n<h4>2.3 \u2014 Zezadu<\/h4>\n<p>\nObjekt je um\u00edst\u011bn mezi zdrojem sv\u011btla a div\u00e1kem. To vytvo\u0159\u00ed kolem objektu z\u00e1\u0159i, zat\u00edmco ostatn\u00ed \u010d\u00e1sti z\u016fstanou ve st\u00ednu.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/52623dbab4ae47ee9a98c2861c12c3dd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201aVet\u0159elci\u2018, Steven Spielberg, 1982<\/i><\/p>\n<h4>2.4 \u2014 Zboku<\/h4>\n<p>\nTakov\u00e9 osv\u011btlen\u00ed se pou\u017e\u00edv\u00e1 k osv\u011btlen\u00ed sc\u00e9ny z boku. Vytv\u00e1\u0159\u00ed jasn\u00fd kontrast, kter\u00fd odr\u00e1\u017e\u00ed textury a zd\u016fraz\u0148uje kontury objektu. Tento zp\u016fsob je bl\u00edzk\u00fd technice sv\u011btla a st\u00ednu.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/e6a08bcff2a4f3e7b17527cc0dc160cf.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201aBlade Runner\u2018, Ridley Scott, 1982<\/i><\/p>\n<h4>2.5 \u2014 Praktick\u00e9 osv\u011btlen\u00ed<\/h4>\n<p>\nJedn\u00e1 se o re\u00e1ln\u00e9 osv\u011btlen\u00ed ve sc\u00e9n\u011b, tedy \u2013 lampy, sv\u00ed\u010dky, obrazovka televize a dal\u0161\u00ed. Toto dodate\u010dn\u00e9 sv\u011btlo lze pou\u017e\u00edt k zes\u00edlen\u00ed intenzity osv\u011btlen\u00ed.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/6f7362fbf5a6d28aee8573b5f2ad923f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201aBarry Lyndon\u2018, Stanley Kubrick, 1975<\/i><\/p>\n<h4>2.6 \u2014 Odra\u017een\u00e9 sv\u011btlo<\/h4>\n<p>\nSv\u011btlo z mocn\u00e9ho zdroje se rozptyluje pomoc\u00ed reflektoru nebo n\u011bjak\u00e9ho povrchu, nap\u0159\u00edklad st\u011bn nebo stropu. T\u00edmto zp\u016fsobem sv\u011btlo pokr\u00fdv\u00e1 v\u011bt\u0161\u00ed plochu a rozkl\u00e1d\u00e1 se rovnom\u011brn\u011bji.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/2cc6cd8d7c02bc56acf1eb9e9de2a7df.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201aTemn\u00fd ryt\u00ed\u0159: Znovuzrozen\u00ed legendy\u2018, Christopher Nolan, 2012<\/i><\/p>\n<h4>2.7 \u2014 Tvrd\u00e9 a m\u011bkk\u00e9 sv\u011btlo<\/h4>\n<p>\nHlavn\u00ed rozd\u00edl mezi tvrd\u00fdm a m\u011bkk\u00fdm sv\u011btlem spo\u010d\u00edv\u00e1 v velikosti zdroje sv\u011btla v pom\u011bru k objektu. Slunce je nejv\u011bt\u0161\u00edm zdrojem sv\u011btla v slune\u010dn\u00ed soustav\u011b. Nicm\u00e9n\u011b od n\u00e1s je vzd\u00e1leno 90 milion\u016f kilometr\u016f, co\u017e znamen\u00e1, \u017ee je pova\u017eov\u00e1no za mal\u00fd zdroj sv\u011btla. Vytv\u00e1\u0159\u00ed tvrd\u00e9 st\u00edny a t\u00edm p\u00e1dem i tvrd\u00e9 sv\u011btlo. Pokud se objev\u00ed mraky, cel\u00e9 nebe se st\u00e1v\u00e1 obrovsk\u00fdm zdrojem sv\u011btla a st\u00edny jsou h\u016f\u0159e rozli\u0161iteln\u00e9. Vznik\u00e1 tak m\u011bkk\u00e9 sv\u011btlo.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/0ba39f90fa009cf2e99735b5dddcf033.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>3D p\u0159\u00edklady s LEGO, Jo\u00e3o Prada, 2017<\/i><\/p>\n<h4>2.8 \u2014 High a low key<\/h4>\n<p>\nHigh key osv\u011btlen\u00ed se pou\u017e\u00edv\u00e1 k vytv\u00e1\u0159en\u00ed velmi jasn\u00fdch sc\u00e9n. Je \u010dasto bl\u00edzko p\u0159ep\u00e1len\u00e9 expozici. V\u0161echny zdroje sv\u011btla jsou p\u0159ibli\u017en\u011b stejn\u00e9 intenzity.<br \/>\nNa rozd\u00edl od high key osv\u011btlen\u00ed, p\u0159i low key je sc\u00e9na siln\u011b zatemn\u011bn\u00e1 a m\u016f\u017ee obsahovat siln\u00fd zdroj sv\u011btla. Hlavn\u00ed roli hraj\u00ed st\u00edny, nikoli sv\u011btlo, co\u017e m\u00e1 p\u0159en\u00e9st pocit nap\u011bt\u00ed nebo dramati\u010dnosti.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/0d7a81cc68c20e927ce6a7fb6a711ae5.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eTHX 1138\u201c, George Lucas, 1971<\/i><\/p>\n<h4>2.9 \u2014 Motivovan\u00e9 osv\u011btlen\u00ed (Motivated Lighting)<\/h4>\n<p>\nToto osv\u011btlen\u00ed napodobuje p\u0159irozen\u00e9 sv\u011btlo \u2014 slune\u010dn\u00ed, m\u011bs\u00ed\u010dn\u00ed, pouli\u010dn\u00ed osv\u011btlen\u00ed a tak d\u00e1le. Pou\u017e\u00edv\u00e1 se k zes\u00edlen\u00ed praktick\u00e9ho osv\u011btlen\u00ed. Speci\u00e1ln\u00ed techniky pom\u00e1haj\u00ed u\u010dinit motivovan\u00e9 osv\u011btlen\u00ed p\u0159irozen\u00fdm, nap\u0159\u00edklad filtry (gobo) pro vytvo\u0159en\u00ed efektu zata\u017een\u00fdch oken.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/710deca284661bd7408d76e37acd6db2.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eDrive\u201c, Nicolas Winding Refn, 2011<\/i><\/p>\n<h4>2.10 \u2014 Vn\u011bj\u0161\u00ed sv\u011btlo<\/h4>\n<p>\nM\u016f\u017ee to b\u00fdt slune\u010dn\u00ed, m\u011bs\u00ed\u010dn\u00ed sv\u011btlo nebo pouli\u010dn\u00ed osv\u011btlen\u00ed, kter\u00e9 je viditeln\u00e9 ve sc\u00e9n\u011b.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/ca0e9b54669e132e167d5f123cc00909.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eStranger Things. 3. s\u00e9rie\u201c, brat\u0159i Dufferov\u00e9, 2019<\/i><\/p>\n<h2>III \u2014 Z\u00e1klady renderov\u00e1n\u00ed<\/h2>\n<p>\nLevel design\u00e9\u0159i si uv\u011bdomuj\u00ed d\u016fle\u017eitost osv\u011btlen\u00ed a pomoc\u00ed n\u011bj dosahuj\u00ed ur\u010dit\u00e9ho vn\u00edm\u00e1n\u00ed sc\u00e9ny. Aby osv\u011btlili \u00farove\u0148 a dos\u00e1hli po\u017eadovan\u00fdch vizu\u00e1ln\u00edch c\u00edl\u016f, pot\u0159ebuj\u00ed ur\u010dit statick\u00e9 zdroje sv\u011btla, jejich \u00fahly a barvy. Vytv\u00e1\u0159ej\u00ed ur\u010ditou atmosf\u00e9ru a nezbytn\u00fd p\u0159ehled. Ale nen\u00ed to tak jednoduch\u00e9, proto\u017ee osv\u011btlen\u00ed z\u00e1vis\u00ed na takov\u00fdch technick\u00fdch vlastnostech \u2014 nap\u0159\u00edklad na v\u00fdkonu procesoru. Proto existuj\u00ed dva typy osv\u011btlen\u00ed: p\u0159edpo\u010d\u00edtan\u00e9 osv\u011btlen\u00ed a renderov\u00e1n\u00ed v re\u00e1ln\u00e9m \u010dase.<\/p>\n<h3>1 \u2014 P\u0159edpo\u010d\u00edtan\u00e9 osv\u011btlen\u00ed (Precomputed lighting)<\/h3>\n<p>\nDesign\u00e9\u0159i pou\u017e\u00edvaj\u00ed statick\u00e9 osv\u011btlen\u00ed k nastaven\u00ed charakteristik osv\u011btlen\u00ed pro ka\u017ed\u00fd zdroj \u2014 v\u010detn\u011b jeho polohy, \u00fahlu a barvy. Obecn\u011b nen\u00ed mo\u017en\u00e9 implementovat glob\u00e1ln\u00ed osv\u011btlen\u00ed v re\u00e1ln\u00e9m \u010dase kv\u016fli v\u00fdkonu. <\/p>\n<p>P\u0159edem vypo\u010dten\u00e9 statick\u00e9 glob\u00e1ln\u00ed osv\u011btlen\u00ed lze pou\u017e\u00edt ve v\u011bt\u0161in\u011b engin\u016f, v\u010detn\u011b Unreal Engine a Unity. Engine \"zape\u010de\" toto osv\u011btlen\u00ed do speci\u00e1ln\u00ed textury, takzvan\u00e9 \"mapy osv\u011btlen\u00ed\" (lightmap). Tyto lightmapy jsou uchov\u00e1v\u00e1ny spolu s dal\u0161\u00edmi mapov\u00fdmi soubory a engine k nim p\u0159istupuje p\u0159i renderov\u00e1n\u00ed sc\u00e9ny. <\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/6ec8f2d21bb3d884c417b97e6b35100f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Stejn\u00e1 sc\u00e9na: bez osv\u011btlen\u00ed (vlevo), pouze s p\u0159\u00edm\u00fdm osv\u011btlen\u00edm (uprost\u0159ed) a s nep\u0159\u00edm\u00fdm glob\u00e1ln\u00edm osv\u011btlen\u00edm (vpravo). Ilustrace z Unity Learn<\/i><\/p>\n<p>Krom\u011b lightmap existuj\u00ed tak\u00e9 mapy st\u00edn\u016f, kter\u00e9 se pou\u017e\u00edvaj\u00ed pro vytv\u00e1\u0159en\u00ed st\u00edn\u016f. Nejprve je v\u0161echno vykresleno s ohledem na zdroj sv\u011btla \u2014 ten vytv\u00e1\u0159\u00ed st\u00edn, kter\u00fd odr\u00e1\u017e\u00ed pixelovou hloubku sc\u00e9ny. Z\u00edskan\u00e1 mapa pixelov\u00e9 hloubky se naz\u00fdv\u00e1 mapa st\u00edn\u016f. Obsahuje informace o vzd\u00e1lenosti mezi zdrojem sv\u011btla a nejbli\u017e\u0161\u00edmi objekty pro ka\u017ed\u00fd pixel. Pot\u00e9 se prov\u00e1d\u00ed rendering, kde se ka\u017ed\u00fd pixel povrchu kontroluje s mapou st\u00edn\u016f. Pokud je vzd\u00e1lenost mezi pixelem a zdrojem sv\u011btla v\u011bt\u0161\u00ed ne\u017e ta, kter\u00e1 je zaps\u00e1na v map\u011b st\u00edn\u016f, pak pixel le\u017e\u00ed ve st\u00ednu.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/ba33f57d5758cc394a9d97eb437d187d.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Algoritmus pou\u017eit\u00ed mapy st\u00edn\u016f. Ilustrace z OpenGl-tutorial<\/i><\/p>\n<h3>2 \u2014 Rendering v re\u00e1ln\u00e9m \u010dase<\/h3>\n<p>\nJedn\u00edm z klasick\u00fdch model\u016f osv\u011btlen\u00ed pro re\u00e1ln\u00fd \u010das je Lambert\u016fv model (pojmenovan\u00fd po \u0161v\u00fdcarsk\u00e9m matematikovi Johann Heinrichu Lambertovi). P\u0159i renderov\u00e1n\u00ed v re\u00e1ln\u00e9m \u010dase GPU obvykle odes\u00edl\u00e1 objekty jeden po druh\u00e9m. Tato metoda vyu\u017e\u00edv\u00e1 transformaci objektu (jeho polohu, \u00fahel rotace a m\u011b\u0159\u00edtko) k ur\u010den\u00ed, kterou z jeho ploch je t\u0159eba vykreslit. <\/p>\n<p>V p\u0159\u00edpad\u011b Lambertova osv\u011btlen\u00ed sv\u011btlo vyza\u0159uje z ka\u017ed\u00e9ho bodu povrchu do v\u0161ech sm\u011br\u016f. Nezohled\u0148uje p\u0159itom n\u011bkter\u00e9 nuance, jako jsou odrazy (\u010dl\u00e1nek Chandlera Pralla). Aby sc\u00e9na vypadala realisticky, na Lambert\u016fv model se aplikuj\u00ed dal\u0161\u00ed efekty \u2014 nap\u0159\u00edklad odlesky.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/bf045229812443a8cf4c976c213c24f6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Lambertovo st\u00ednov\u00e1n\u00ed na p\u0159\u00edklad\u011b koule. Ilustrace z materi\u00e1l\u016f Petra Dja\u010dichina<\/i><\/p>\n<p>V\u011bt\u0161ina modern\u00edch engin\u016f (Unity, Unreal Engine, Frostbite a dal\u0161\u00ed) vyu\u017e\u00edv\u00e1 fyzik\u00e1ln\u011b spr\u00e1vn\u00e9 renderov\u00e1n\u00ed (Physically Based Rendering, PBR) a shading (\u010dl\u00e1nek Luca Orsvarna). PBR shading nab\u00edz\u00ed intuitivn\u011bj\u0161\u00ed a pohodln\u011bj\u0161\u00ed zp\u016fsoby a mo\u017enosti pro popis povrchu. V Unreal Engine maj\u00ed PBR materi\u00e1ly n\u00e1sleduj\u00edc\u00ed parametry:<\/p>\n<ul>\n<li>Base Color (z\u00e1kladn\u00ed barva) \u2014 skute\u010dn\u00e1 textura povrchu. <\/li>\n<li>Roughness (hrubost) \u2014 jak moc je povrch nerovn\u00fd.<\/li>\n<li>Metallic (kovovost) \u2014 je povrch kovem.<\/li>\n<li>Specular (odrazivost) \u2014 intenzita odlesk\u016f na povrchu.<\/li>\n<\/ul>\n<p>\n<img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/25c921ee1aae4e1cc4ee6e32f680f134.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Bez PBR (vlevo), PBR (vpravo). Ilustrace z Meta 3D studia<\/i><\/p>\n<p>Existuje ale i dal\u0161\u00ed p\u0159\u00edstup k renderov\u00e1n\u00ed \u2014 ray tracing. Tuto technologii d\u0159\u00edve nezohled\u0148ovaly kv\u016fli probl\u00e9m\u016fm s v\u00fdkonem a optimalizac\u00ed. Byla pou\u017e\u00edv\u00e1na pouze v kinematografii a televizn\u00edm pr\u016fmyslu. Ale s uveden\u00edm nov\u00fdch generac\u00ed grafick\u00fdch karet bylo poprv\u00e9 mo\u017en\u00e9 tento p\u0159\u00edstup vyu\u017e\u00edt ve videohr\u00e1ch. <\/p>\n<p>Ray tracing je technologie renderov\u00e1n\u00ed, kter\u00e1 vytv\u00e1\u0159\u00ed realisticky vypadaj\u00edc\u00ed sv\u011bteln\u00e9 efekty. Napodobuje principy \u0161\u00ed\u0159en\u00ed sv\u011btla v re\u00e1ln\u00e9m prost\u0159ed\u00ed. Paprsky emitovan\u00e9 sv\u011bteln\u00fdm zdrojem se chovaj\u00ed stejn\u011b jako fotony. Od surface se odr\u00e1\u017eej\u00ed n\u00e1hodn\u011b. Kdy\u017e se odra\u017een\u00e9 nebo p\u0159\u00edm\u00e9 paprsky dostanou do kamery, p\u0159ed\u00e1vaj\u00ed vizu\u00e1ln\u00ed informace o povrchu, od kter\u00e9ho se odrazily (nap\u0159\u00edklad p\u0159ed\u00e1vaj\u00ed jeho barvu). Mnoho projekt\u016f z E3 2019 bude tuto technologii podporovat.<\/p>\n<h3>3 \u2014 Typy sv\u011bteln\u00fdch zdroj\u016f<\/h3>\n<p><\/p>\n<h4>3.1 \u2014 Bodov\u00fd zdroj (Point light)<\/h4>\n<p>\nVyd\u00e1v\u00e1 sv\u011btlo ve v\u0161ech sm\u011brech, jako b\u011b\u017en\u00e1 \u017e\u00e1rovka v re\u00e1ln\u00e9m \u017eivot\u011b.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/449b23918e398334945853dc38f66e8f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentace Unreal Engine<\/i><\/p>\n<h4>3.2 \u2014 Bodov\u00fd projektor (Spot light)<\/h4>\n<p>\nVyd\u00e1v\u00e1 sv\u011btlo z jednoho bodu, p\u0159i\u010dem\u017e sv\u011btlo se \u0161\u00ed\u0159\u00ed jako ku\u017eel. P\u0159\u00edklad z re\u00e1ln\u00e9ho \u017eivota: baterka.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/df3af27b5543a4f43bfc937765e32431.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentace Unreal Engine<\/i><\/p>\n<h4>3.3 \u2014 Sv\u011bteln\u00fd zdroj s plochou (Area light)<\/h4>\n<p>\nVyd\u00e1v\u00e1 p\u0159\u00edm\u00e9 sv\u011bteln\u00e9 paprsky z ur\u010dit\u00e9ho obrysu (nap\u0159\u00edklad obd\u00e9ln\u00edku nebo kruhu). Takov\u00e9 sv\u011btlo v\u00fdrazn\u011b zat\u011b\u017euje procesor, proto\u017ee po\u010d\u00edta\u010d mus\u00ed vypo\u010d\u00edtat v\u0161echny body emituj\u00edc\u00ed sv\u011btlo.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/e77a3fc195bcc6715cdab4eaf4f798be.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentace Unity<\/i><\/p>\n<h4>3.4 \u2014 Sm\u011brov\u00fd zdroj sv\u011btla (Directional light)<\/h4>\n<p>\nNapodobuje Slunce nebo jin\u00fd vzd\u00e1len\u00fd sv\u011bteln\u00fd zdroj. V\u0161echny paprsky se pohybuj\u00ed stejn\u00fdm sm\u011brem a lze je pova\u017eovat za paraleln\u00ed.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/f24e2a2054cabf08197a197c40325579.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentace Unity<\/i><\/p>\n<h4>3.5 \u2014 Emisn\u00ed zdroj (Emissive light)<\/h4>\n<p>\nEmisivn\u00ed materi\u00e1ly (Emissive Materials v UE4) snadno a efektivn\u011b vytv\u00e1\u0159ej\u00ed iluzi, \u017ee materi\u00e1l vyza\u0159uje sv\u011btlo. Vznik\u00e1 efekt rozost\u0159en\u00ed sv\u011btla \u2014 je vid\u011bt, pokud se pod\u00edv\u00e1te na velmi jasn\u00fd objekt.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/47e859827d53c79a71405bb19e718e37.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentace Unreal Engine<\/i><\/p>\n<h4>3.6 \u2014 Rozpt\u00fdlen\u00e9 sv\u011btlo (Ambient Light)<\/h4>\n<p>\nSc\u00e9na v Doom 3 je osv\u011btlen\u00e1 lampami na st\u011bn\u00e1ch, engine vytv\u00e1\u0159\u00ed st\u00edny. Pokud je povrch ve st\u00ednu, je nat\u0159en na \u010derno. V re\u00e1ln\u00e9m \u017eivot\u011b se \u010d\u00e1stice sv\u011btla (fotony) mohou odr\u00e1\u017eet od povrch\u016f. Ve pokro\u010dilej\u0161\u00edch renderovac\u00edch syst\u00e9mech se sv\u011btlo zap\u00e9k\u00e1 do textur nebo se po\u010d\u00edt\u00e1 v re\u00e1ln\u00e9m \u010dase (glob\u00e1ln\u00ed osv\u011btlen\u00ed). Star\u0161\u00ed hern\u00ed enginy \u2014 nap\u0159\u00edklad ID Tech 3 (Doom) \u2014 spot\u0159ebov\u00e1valy p\u0159\u00edli\u0161 mnoho zdroj\u016f na v\u00fdpo\u010det nep\u0159\u00edm\u00e9ho osv\u011btlen\u00ed. Pro \u0159e\u0161en\u00ed nedostatku nep\u0159\u00edm\u00e9ho osv\u011btlen\u00ed bylo pou\u017eito rozpt\u00fdlen\u00e9 sv\u011btlo. A v\u0161echny povrchy byly alespo\u0148 trochu osv\u011btlen\u00e9.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/c9b513ed8459e2faac69e53200c09ee6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Engine Doom 3 (engine IdTech 4)<\/i><\/p>\n<h4>3.7 \u2014 Glob\u00e1ln\u00ed osv\u011btlen\u00ed (Global illumination)<\/h4>\n<p>\nGlob\u00e1ln\u00ed osv\u011btlen\u00ed je pokus o v\u00fdpo\u010det odrazu sv\u011btla od jedn\u011bch objekt\u016f na druh\u00e9. Tento proces je mnohem n\u00e1ro\u010dn\u011bj\u0161\u00ed na procesor ne\u017e rozpt\u00fdlen\u00e9 sv\u011btlo.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/82a34b9e8acf5f701e052480ef0440b0.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentace Unreal Engine<\/i><\/p>\n<h2>IV \u2014 Design sv\u011btla ve videohr\u00e1ch<\/h2>\n<p>\nVizu\u00e1ln\u00ed kompozice (um\u00edst\u011bn\u00ed sv\u011btla, jeho \u00fahly, barvy, zorn\u00e9 pole, pohyb) m\u00e1 velk\u00fd vliv na to, jak u\u017eivatel\u00e9 vn\u00edmaj\u00ed hern\u00ed prost\u0159ed\u00ed.<\/p>\n<p>Design\u00e9r Will Wright na GDC hovo\u0159il o funkc\u00edch vizu\u00e1ln\u00ed kompozice v hern\u00edm prost\u0159ed\u00ed. Zvl\u00e1\u0161\u0165 zam\u011b\u0159uje pozornost hr\u00e1\u010d\u016f na d\u016fle\u017eit\u00e9 prvky \u2014 to se d\u011bje prost\u0159ednictv\u00edm nastaven\u00ed sytosti, jasu a barev objekt\u016f na \u00farovni. <br \/>\nTo v\u0161e m\u00e1 vliv na hern\u00ed z\u00e1\u017eitek. <\/p>\n<p>Spr\u00e1vn\u00e1 atmosf\u00e9ra emocion\u00e1ln\u011b zapojuje hr\u00e1\u010de. Design\u00e9\u0159i by se o to m\u011bli starat t\u00edm, \u017ee vytvo\u0159\u00ed vizu\u00e1ln\u00ed celistvost. <\/p>\n<p>Maggie Seyf El-Nasr provedla n\u011bkolik experiment\u016f \u2014 nab\u00eddla u\u017eivatel\u016fm, kte\u0159\u00ed nejsou obezn\u00e1meni s FPS hrami, hr\u00e1t Unreal Tournament. Kv\u016fli slab\u00e9mu designu osv\u011btlen\u00ed hr\u00e1\u010di p\u0159\u00edli\u0161 pozd\u011b zpozorovali nep\u0159\u00e1tele a rychle um\u00edrali. Byli frustrov\u00e1ni a v\u011bt\u0161inou hru opustili.<\/p>\n<p>Sv\u011btlo vytv\u00e1\u0159\u00ed efekty, ale ve videohr\u00e1ch je mo\u017en\u00e9 ho pou\u017e\u00edt jinak ne\u017e v divadle, filmu a architektu\u0159e. Z pohledu designu lze vy\u010dlenit sedm kategori\u00ed popisuj\u00edc\u00edch vzory osv\u011btlen\u00ed. A zde bychom nem\u011bli zapom\u00ednat na emoce.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/4b92f78d9488bb44d5416ed99da17fc9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Prvky designu v level-artu, Jeremy Price<\/i><\/p>\n<h3>1 \u2014 P\u0159\u00edru\u010dka<\/h3>\n<p>\n<b>Uncharted 4 <\/b><br \/>\nV knize \u201e100 hlavn\u00edch princip\u016f designu\u201c (100 Things Every Designer Needs to Know About People) Susan Weinschenk zkoum\u00e1 v\u00fdznam centr\u00e1ln\u00edho a perifern\u00edho vid\u011bn\u00ed.<\/p>\n<p>Jeliko\u017e centr\u00e1ln\u00ed vid\u011bn\u00ed je to prvn\u00ed, co vid\u00edme, m\u011bly by se do n\u011bj dostat kritick\u00e9 prvky, kter\u00e9 mus\u00ed hr\u00e1\u010d nutn\u011b spat\u0159it podle z\u00e1m\u011bru design\u00e9ra. Perifern\u00ed vid\u011bn\u00ed poskytuje kontext a posiluje centr\u00e1ln\u00ed vid\u011bn\u00ed. <\/p>\n<p>Hry s\u00e9rie Uncharted jsou dobr\u00fdm p\u0159\u00edkladem \u2014 sv\u011btlo dopad\u00e1 do centr\u00e1ln\u00edho zorn\u00e9ho pole a naviguje hr\u00e1\u010de. Ale pokud prvky, kter\u00e9 vstupuj\u00ed do perifern\u00edho vid\u011bn\u00ed, odporuj\u00ed centr\u00e1ln\u00edmu, spojen\u00ed mezi design\u00e9rem a hr\u00e1\u010dem se rozpad\u00e1. <\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/05dc8287dba47b3518c215d429daa0fd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Until Dawn<\/b><br \/>\nOsv\u011btlen\u00ed v n\u00ed slou\u017e\u00ed k nav\u00e1d\u011bn\u00ed hr\u00e1\u010de. Kreativn\u00ed \u0159editel studia Will Byles \u0159ekl: \u201eNejd\u016fle\u017eit\u011bj\u0161\u00ed pro n\u00e1s bylo vytvo\u0159it atmosf\u00e9ru strachu, ani\u017e bychom v\u0161e pono\u0159ili do tmy. Bohu\u017eel, kdy\u017e se obr\u00e1zek stane p\u0159\u00edli\u0161 tmav\u00fdm, hern\u00ed engine se sna\u017e\u00ed jej zesv\u011btlit a naopak. Museli jsme vym\u00fd\u0161let nov\u00e9 techniky, jak se s t\u00edmto probl\u00e9mem vyrovnat.\u201c<\/p>\n<p>Jak je vid\u011bt na ilustra\u010dn\u00edm obr\u00e1zku n\u00ed\u017ee, tepl\u00e9 sv\u011btlo se vynik\u00e1 na modr\u00e9m pozad\u00ed, p\u0159itahuj\u00edc pozornost hr\u00e1\u010de.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/3870d3af97045c31d4af7f73007af827.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Osv\u011btlen\u00ed\/R\u00e1mov\u00e1n\u00ed<\/h3>\n<p>\n<b>Resident Evil 2 Remake<\/b><\/p>\n<p>Sv\u011btlo v RE2 Remake m\u016f\u017ee m\u011bnit r\u00e1m. Kdy\u017e proch\u00e1z\u00edte temn\u00fdmi chodbami policejn\u00edho odd\u011blen\u00ed Raccoon City, hlavn\u00edm zdrojem sv\u011btla je v\u00e1\u0161 baterka. Takov\u00e9 osv\u011btlen\u00ed je mocn\u00e1 mechanika. Zm\u011bn\u011bn\u00e1 perspektiva upout\u00e1v\u00e1 pozornost hr\u00e1\u010de na osv\u011btlenou \u010d\u00e1st a od\u0159ez\u00e1v\u00e1 v\u0161e ostatn\u00ed kv\u016fli siln\u00e9mu kontrastu.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/21b0dd50ce499fda2a18e9980070b6ba.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Dark Souls I<\/b><\/p>\n<p>Hrob Gigant\u016f (Tomb of the Giants) je jedn\u00edm z velmi tmav\u00fdch m\u00edst v h\u0159e s mnoha nebezpe\u010dn\u00fdmi sr\u00e1zy. D\u00e1 se proj\u00edt, pokud budeme sledovat sv\u00edt\u00edc\u00ed kameny a pohybovat se opatrn\u011b, abychom neupadli. Tak\u00e9 se vyplat\u00ed d\u00e1vat pozor na b\u00edl\u00e9 jasn\u00e9 o\u010di, proto\u017ee to je nep\u0159\u00edtel.<\/p>\n<p>Polom\u011br osv\u011btlen\u00ed od hr\u00e1\u010de je v\u00fdrazn\u011b sn\u00ed\u017een, viditelnost ve tm\u011b je omezen\u00e1. Kdy\u017e si hr\u00e1\u010d vezme baterku do lev\u00e9 ruky, zvy\u0161uje jak osv\u011btlen\u00ed, tak sv\u00e9 zorn\u00e9 pole. P\u0159itom v\u0161ak baterka v\u00fdrazn\u011b sni\u017euje zp\u016fsobenou \u0161kodu, a mus\u00ed se volit: p\u0159ehled nebo ochrana.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/2bfe4a539a2150e96e302d76912e17ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>3 \u2014 Vypr\u00e1v\u011bn\u00ed<\/h3>\n<p>\n<b>Prey<\/b><\/p>\n<p>Jeliko\u017e se akce odehr\u00e1v\u00e1 na orbit\u011b, hra m\u00e1 specifick\u00fd cyklus osv\u011btlen\u00ed. Ten ur\u010duje sm\u011br sv\u011btla a v\u00fdrazn\u011b ovliv\u0148uje hratelnost. V t\u00e9to h\u0159e je t\u011b\u017e\u0161\u00ed nal\u00e9zt p\u0159edm\u011bty a lokace ne\u017e obvykle. V odlehl\u00fdch sekc\u00edch mus\u00ed hr\u00e1\u010d \u0159e\u0161it vznikl\u00e9 probl\u00e9my pohledem z jedn\u00e9ho \u00fahlu uvnit\u0159 stanice a z jin\u00e9ho \u00fahlu zven\u010d\u00ed.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/7c9452e706c1f98a8361b1a7f0b7066a.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Alien Isolation<\/b><\/p>\n<p>Ve \u201eVet\u0159elci\u201c je sv\u011btlo pou\u017eito k veden\u00ed hr\u00e1\u010de a k vytv\u00e1\u0159en\u00ed pocitu strachu. U\u017eivatel je neust\u00e1le ve st\u0159ehu \u2013 n\u011bkde tam v tm\u011b se skr\u00fdv\u00e1 xenomorf.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/db82dac4cab303498f02de0f8ab1d9fb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>4 \u2013 Maskov\u00e1n\u00ed<\/h3>\n<p>\n<b>Splinter Cell: Blacklist<\/b><\/p>\n<p>Sv\u011btlo v n\u00ed nejen\u017ee vede u\u017eivatele, ale tak\u00e9 slou\u017e\u00ed jako hern\u00ed mechanika.<\/p>\n<p>Na mnoha lokac\u00edch hr\u00e1\u010di vyu\u017e\u00edvaj\u00ed st\u00edny, aby nevy\u0161li z bezpe\u010dn\u00e9 trasy a nesetkali se s nep\u0159\u00e1teli. Ve Splinter Cellu hraje roli \u201em\u011b\u0159i\u010de viditelnosti\u201c sv\u011bt\u00e9lko na v\u00fdbav\u011b postavy \u2013 \u010d\u00edm v\u00edce je hr\u00e1\u010d skryt, t\u00edm jasn\u011bji sv\u011bt\u00e9lko sv\u00edt\u00ed.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/38789f17b2c57e0b6fa2f402d68c02aa.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Mark of the Ninja<\/b><\/p>\n<p>Ve h\u0159e Mark of the Ninja jsou sv\u011btlo a tma zcela v opozici. Hlavn\u00ed design\u00e9r hry Nels Anderson \u0159ekl: \u201eTo, jak vypad\u00e1 postava, ukazuje, zda jste viditeln\u00ed nebo ne. Pokud jste skryt\u00ed, m\u00e1te na sob\u011b \u010dern\u00e9 oble\u010den\u00ed, pouze n\u011bkter\u00e9 detaily jsou zv\u00fdrazn\u011bny \u010dervenou, zat\u00edmco na sv\u011btle jste kompletn\u011b namalovan\u00ed\u201c (\u010dl\u00e1nek o p\u011bti pravidlech designu stealth v Mark of the Ninja).<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/887eed559486174b0d185200811e1cdd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>5 \u2013 Boj\/Ochrana<\/h3>\n<p>\n<b>Alan Wake<\/b><\/p>\n<p>Baterka v Alan Wake je zbra\u0148. Bez n\u00ed nelze nep\u0159\u00e1tele odstranit. Je t\u0159eba na n\u011b nasm\u011brovat sv\u011btlo a dr\u017eet ho ur\u010dit\u00fd \u010das \u2013 tehdy se st\u00e1vaj\u00ed zraniteln\u00fdmi a m\u016f\u017ee je zab\u00edt. Kdy\u017e sv\u011btlo dopadne na protivn\u00edka, vyvstane halo, kter\u00e9 se pot\u00e9 zmen\u0161uje a objekt za\u010d\u00edn\u00e1 sv\u00edtit. V tu chv\u00edli m\u016f\u017ee hr\u00e1\u010d nep\u0159\u00edtele zast\u0159elit.<\/p>\n<p>Tak\u00e9 k odstran\u011bn\u00ed protivn\u00edk\u016f lze pou\u017e\u00edt signaliza\u010dn\u00ed rakety a sv\u011bteln\u00e9 gran\u00e1ty.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/603d92c0c8af287c67c845d3d0a720d6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>A Plague Tale: Innocence<\/b><\/p>\n<p>V projektu od Asobo Studio je mo\u017en\u00e9 pou\u017e\u00edt krysy proti lidem. Nap\u0159\u00edklad, pokud rozbijete protivn\u00edkovu lampu, ihned se pono\u0159\u00ed do tmy, kter\u00e1 nebr\u00e1n\u00ed hord\u00e1m krys.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/a6af965de3376e928a1171c19d5d83ae.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>6 \u2013 Upozorn\u011bn\u00ed\/Zp\u011btn\u00e1 vazba<\/h3>\n<p>\n<b>Deus Ex: Mankind Divided<\/b><\/p>\n<p>Ve h\u0159e Deus Ex kamery sleduj\u00ed, co se d\u011bje v jejich zorn\u00e9m poli, kter\u00e9 je omezeno ku\u017eelem sv\u011btla. Sv\u011btlo je zelen\u00e9, kdy\u017e jsou neutr\u00e1ln\u00ed. Po zji\u0161t\u011bn\u00ed nep\u0159\u00edtele se kamera zm\u011bn\u00ed na \u017elut\u00e9, p\u00edpnou a sleduj\u00ed c\u00edl po dobu n\u011bkolika sekund nebo dokud se nep\u0159\u00edtel neztrat\u00ed z jejich zorn\u00e9ho pole. Po n\u011bkolika sekund\u00e1ch se sv\u011btlo zm\u011bn\u00ed na \u010derven\u00e9 a kamera spou\u0161t\u00ed alarm. T\u00edmto zp\u016fsobem je interakce se hr\u00e1\u010dem realizov\u00e1na prost\u0159ednictv\u00edm sv\u011btla. <\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/b104f2a0940ed5ede42a61bb0e9c98c9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Hollow Knight<\/b><\/p>\n<p>Metroidvania od Team Cherry m\u011bn\u00ed osv\u011btlen\u00ed \u010dast\u011bji, ne\u017e si hr\u00e1\u010d v\u0161imne.<\/p>\n<p>Nap\u0159\u00edklad poka\u017ed\u00e9, kdy\u017e utrp\u00edte \u0161kodu, obraz na okam\u017eik zamrzne a vedle hrdiny se objev\u00ed efekt rozbit\u00e9ho skla. Celkov\u00e9 osv\u011btlen\u00ed je tlumen\u00e9, ale bl\u00edzk\u00e9 zdroje sv\u011btla (lampy a sv\u00edtilny) nezhasnou. To podtrhuje v\u00fdznam a s\u00edlu ka\u017ed\u00e9ho z\u00e1sahu, kter\u00fd obdr\u017e\u00edte.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/324da29410ef61444ccd7af4a42cfffc.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>7 \u2014 Rozd\u011blen\u00ed<\/h3>\n<p>\n<b>Assassin\u2019s Creed Odyssey<\/b><\/p>\n<p>Cyklus st\u0159\u00edd\u00e1n\u00ed dne a noci je centr\u00e1ln\u00edm prvkem \u201eOdyssee\u201c. V noci je men\u0161\u00ed po\u010det hl\u00eddek, co\u017e znamen\u00e1, \u017ee hr\u00e1\u010d m\u00e1 v\u011bt\u0161\u00ed \u0161anci z\u016fstat nepov\u0161imnut.<\/p>\n<p>\u010cas v den m\u016f\u017eete zm\u011bnit kdykoli \u2014 to je ve h\u0159e umo\u017en\u011bno. V noci je zrak nep\u0159\u00e1tel oslaben a mnoz\u00ed z nich us\u00ednaj\u00ed. Je snadn\u011bj\u0161\u00ed se vyhnout a za\u00fato\u010dit na protivn\u00edky.<\/p>\n<p>St\u0159\u00edd\u00e1n\u00ed dne a noci zde p\u0159edstavuje speci\u00e1ln\u00ed syst\u00e9m a pravidla hry se drasticky m\u011bn\u00ed v z\u00e1vislosti na denn\u00ed dob\u011b.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/34da9b1ecfc8ea0c3aca901452254797.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Don\u2019t Starve<\/b><\/p>\n<p>Simul\u00e1tor p\u0159e\u017eit\u00ed Don't Starve \u0161et\u0159\u00ed nov\u00e1\u010dky v noci \u2014 proch\u00e1zky ve tm\u011b jsou fat\u00e1ln\u00ed. Po p\u011bti sekund\u00e1ch je hr\u00e1\u010d napaden a utrp\u00ed \u0161kodu. Pro p\u0159e\u017eit\u00ed je nezbytn\u00fd zdroj sv\u011btla.<\/p>\n<p>Moby us\u00ednaj\u00ed, jakmile nastane noc, a probouzej\u00ed se se sv\u00edt\u00e1n\u00edm. N\u011bkter\u00e9 bytosti, kter\u00e9 sp\u00ed b\u011bhem dne, se mohou probudit. Rostliny nerostou. Maso neusych\u00e1. Cyklus st\u0159\u00edd\u00e1n\u00ed dne a noci zakl\u00e1d\u00e1 syst\u00e9m, kter\u00fd rozd\u011bluje pravidla hry do dvou kategori\u00ed.<\/p>\n<p><img decoding=\"async\" alt=\"Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek\" src=\"\/wp-content\/uploads\/2019\/10\/bd6beb583fc35f03dc80f19820edd161.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h2>V \u2014 Z\u00e1v\u011br<\/h2>\n<p>\nMnoh\u00e9 techniky osv\u011btlen\u00ed, kter\u00e9 vid\u00edme ve v\u00fdtvarn\u00e9m um\u011bn\u00ed, filmu a architektu\u0159e, jsou pou\u017eity ve videohr\u00e1ch, aby doplnily estetiku virtu\u00e1ln\u00edho prostoru a zlep\u0161ily z\u00e1\u017eitek hr\u00e1\u010de. Nicm\u00e9n\u011b hry se v\u00fdrazn\u011b li\u0161\u00ed od filmu nebo divadla \u2014 prost\u0159ed\u00ed v nich je dynamick\u00e9 a nep\u0159edv\u00eddateln\u00e9. Krom\u011b statick\u00e9ho osv\u011btlen\u00ed se pou\u017e\u00edvaj\u00ed dynamick\u00e9 zdroje sv\u011btla. Ty p\u0159id\u00e1vaj\u00ed interaktivitu a pot\u0159ebn\u00e9 emoce.<\/p>\n<p>Sv\u011bt je cel\u00fdm spektrem n\u00e1stroj\u016f. D\u00e1v\u00e1 um\u011blc\u016fm a design\u00e9r\u016fm \u0161irok\u00e9 mo\u017enosti pro je\u0161t\u011b siln\u011bj\u0161\u00ed zapojen\u00ed hr\u00e1\u010de.<\/p>\n<p>Pokrok v technologi\u00edch tak\u00e9 na to m\u011bl vliv. Nyn\u00ed maj\u00ed hern\u00ed enginy mnohem v\u00edce nastaven\u00ed osv\u011btlen\u00ed \u2014 u\u017e to nen\u00ed jen osv\u011btlov\u00e1n\u00ed lokalit, ale i vliv na hern\u00ed design.<\/p>\n<h2>Seznam literatury<\/h2>\n<p><\/p>\n<ol>\n<li>Seif El-Nasr, M., Miron, K. a Zupko, J. (2005). Inteligentn\u00ed osv\u011btlen\u00ed pro lep\u0161\u00ed hern\u00ed z\u00e1\u017eitek. Sborn\u00edk konference o interakci \u010dlov\u011bka a po\u010d\u00edta\u010de 2005, Portland, Oregon.<\/li>\n<li>Seif El-Nasr, M. (2005). Inteligentn\u00ed osv\u011btlen\u00ed pro hern\u00ed prost\u0159ed\u00ed. Journal of Game Development, 1(2), <\/li>\n<li>Birn, J. (Ed.) (2000). Digit\u00e1ln\u00ed osv\u011btlen\u00ed a rendering. New Riders, Indianapolis.<\/li>\n<li>Calahan, S. (1996). Vypr\u00e1v\u011bn\u00ed prost\u0159ednictv\u00edm osv\u011btlen\u00ed: pohled na po\u010d\u00edta\u010dovou grafiku. Pozn\u00e1mky k v\u00fduce Siggraph.<\/li>\n<li>Seif El-Nasr, M. a Rao, C. (2004). Vizueln\u00ed sm\u011brov\u00e1n\u00ed pozornosti u\u017eivatel\u016f v interaktivn\u00edch 3D prost\u0159ed\u00edch. Posterov\u00e1 sekce Siggraph.<\/li>\n<li>Reid, F. (1992). P\u0159\u00edru\u010dka pro osv\u011btlen\u00ed jevi\u0161t\u011b. A&amp;C Black, Lond\u00fdn.<\/li>\n<li>Reid, F. (1995). Osv\u011btlen\u00ed jevi\u0161t\u011b. Focal Press, Boston.<\/li>\n<li>Petr Dyachikhin (2017), Modern\u00ed technologie videoher: trendy a inovace, bakal\u00e1\u0159sk\u00e1 pr\u00e1ce, Savonia univerzita aplikovan\u00fdch v\u011bd.<\/li>\n<li>Adorama learning center (2018), Z\u00e1kladn\u00ed techniky osv\u011btlen\u00ed pro kinematografii, z (https:\/\/www.adorama.com\/alc\/basic-cinematography-lighting-techniques)<\/li>\n<li>Seif El-Nasr, M., Niendenthal, S. Knez, I., Almeida, P. a Zupko, J. (2007), Dynamick\u00e9 osv\u011btlen\u00ed pro nap\u011bt\u00ed ve hr\u00e1ch, mezin\u00e1rodn\u00ed \u010dasopis pro v\u00fdzkum po\u010d\u00edta\u010dov\u00fdch her.<\/li>\n<li>Yakup Mohd Rafee, Ph.D. (2015), Zkoum\u00e1n\u00ed malby Georgese de la Toura na z\u00e1klad\u011b teorie chiaroscuro a tenebrismu, Univerzita Malajsie Sarawak.<\/li>\n<li>Sophie-Louise Millington (2016), Osv\u011btlen\u00ed ve h\u0159e: Ovliv\u0148uje osv\u011btlen\u00ed interakci hr\u00e1\u010de a emoce v prost\u0159ed\u00ed?, Univerzita v Derby.<\/li>\n<li>Prof. Stephen A. Nelson (2014), Vlastnosti sv\u011btla a zkoum\u00e1n\u00ed izotropn\u00edch l\u00e1tek, Tulane University.<\/li>\n<li>Creative Commons Attribution-ShareAlike License (2019), The Dark Mod, z (https:\/\/en.wikipedia.org\/wiki\/The_Dark_Mod)<\/li>\n<\/ol>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/company\/playgendary\/blog\/471806\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0431\u0443\u0434\u0443\u0442 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0442\u044c \u0442\u0440\u0430\u0441\u0441\u0438\u0440\u043e\u0432\u043a\u0443 \u043b\u0443\u0447\u0435\u0439, \u0437\u0430\u0434\u0443\u043c\u0430\u043b\u0441\u044f \u043e\u0431 \u043e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0438 \u0432 \u0438\u0433\u0440\u0430\u0445. \u041d\u0430\u0448\u0435\u043b \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b, \u0433\u0434\u0435 \u0430\u0432\u0442\u043e\u0440 \u043e\u0431\u044a\u044f\u0441\u043d\u044f\u0435\u0442, \u0447\u0442\u043e \u0442\u0430\u043a\u043e\u0435 \u0441\u0432\u0435\u0442, \u043a\u0430\u043a \u043e\u043d \u0432\u043b\u0438\u044f\u0435\u0442 \u043d\u0430 \u0434\u0438\u0437\u0430\u0439\u043d, \u043c\u0435\u043d\u044f\u0435\u0442 \u0433\u0435\u0439\u043c\u043f\u043b\u0435\u0439, \u044d\u0441\u0442\u0435\u0442\u0438\u043a\u0443 \u0438 \u044d\u043a\u0441\u043f\u0438\u0440\u0438\u0435\u043d\u0441. \u0412\u0441\u0435 \u0441 \u043f\u0440\u0438\u043c\u0435\u0440\u0430\u043c\u0438 \u0438 \u0441\u043a\u0440\u0438\u043d\u0448\u043e\u0442\u0430\u043c\u0438. \u0412\u043e \u0432\u0440\u0435\u043c\u044f \u0438\u0433\u0440\u044b \u043d\u0430 \u0442\u0430\u043a\u043e\u0435 \u043d\u0435 \u0441\u0440\u0430\u0437\u0443 \u043e\u0431\u0440\u0430\u0449\u0430\u0435\u0448\u044c \u0432\u043d\u0438\u043c\u0430\u043d\u0438\u0435. \u0412\u0432\u0435\u0434\u0435\u043d\u0438\u0435 \u041e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0435 \u043d\u0443\u0436\u043d\u043e \u043d\u0435 \u0442\u043e\u043b\u044c\u043a\u043e \u0434\u043b\u044f \u0442\u043e\u0433\u043e, [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":29300,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-39053","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Yuri Gagarin\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/prohoster.info\/cs\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt\" \/>\n\t\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 5.0.3\" \/>\n\t\t<meta property=\"og:locale\" content=\"cs_CZ\" \/>\n\t\t<meta property=\"og:site_name\" content=\"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 \u0445\u043e\u0441\u0442\u0438\u043d\u0433 \u0434\u043b\u044f \u0441\u0430\u0439\u0442\u043e\u0432 \u0441 \u0437\u0430\u0449\u0438\u0442\u043e\u0439 \u043e\u0442 DDoS, VPS VDS \u0441\u0435\u0440\u0432\u0435\u0440\u044b\" \/>\n\t\t<meta property=\"og:type\" content=\"article\" \/>\n\t\t<meta property=\"og:title\" content=\"\ud83e\udd47\u041a\u0430\u043a \u043e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0435 \u0432\u043b\u0438\u044f\u0435\u0442 \u043d\u0430 \u0433\u0435\u0439\u043c\u0434\u0438\u0437\u0430\u0439\u043d \u0438 \u0438\u0433\u0440\u043e\u0432\u043e\u0439 \u043e\u043f\u044b\u0442 | ProHoster\" \/>\n\t\t<meta property=\"og:description\" content=\"\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett.\" \/>\n\t\t<meta property=\"og:url\" content=\"https:\/\/prohoster.info\/cs\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt\" \/>\n\t\t<meta property=\"og:image\" content=\"https:\/\/prohoster.info\/wp-content\/uploads\/2021\/11\/logo-350.jpg\" \/>\n\t\t<meta property=\"og:image:secure_url\" content=\"https:\/\/prohoster.info\/wp-content\/uploads\/2021\/11\/logo-350.jpg\" \/>\n\t\t<meta property=\"og:image:width\" content=\"350\" \/>\n\t\t<meta property=\"og:image:height\" content=\"350\" \/>\n\t\t<meta property=\"article:published_time\" content=\"2019-10-31T19:27:36+00:00\" \/>\n\t\t<meta property=\"article:modified_time\" content=\"2019-10-31T19:27:36+00:00\" \/>\n\t\t<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/prohoster\" \/>\n\t\t<meta property=\"article:author\" content=\"https:\/\/www.facebook.com\/prohoster\" \/>\n\t\t<!-- All in One SEO -->\n\n","aioseo_head_json":{"title":"\ud83e\udd47Jak osv\u011btlen\u00ed ovliv\u0148uje hern\u00ed design a hern\u00ed z\u00e1\u017eitek | ProHoster","description":"V o\u010dek\u00e1v\u00e1n\u00ed PS5 a projektu Scarlett.","canonical_url":"https:\/\/prohoster.info\/cs\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","robots":"max-image-preview:large","keywords":"","webmasterTools":{"miscellaneous":""},"schema":null,"og:locale":"cs_CZ","og:site_name":"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 \u0445\u043e\u0441\u0442\u0438\u043d\u0433 \u0434\u043b\u044f \u0441\u0430\u0439\u0442\u043e\u0432 \u0441 \u0437\u0430\u0449\u0438\u0442\u043e\u0439 \u043e\u0442 DDoS, VPS VDS \u0441\u0435\u0440\u0432\u0435\u0440\u044b","og:type":"article","og:title":"\ud83e\udd47\u041a\u0430\u043a \u043e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0435 \u0432\u043b\u0438\u044f\u0435\u0442 \u043d\u0430 \u0433\u0435\u0439\u043c\u0434\u0438\u0437\u0430\u0439\u043d \u0438 \u0438\u0433\u0440\u043e\u0432\u043e\u0439 \u043e\u043f\u044b\u0442 | ProHoster","og:description":"\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett.","og:url":"https:\/\/prohoster.info\/cs\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","og:image":"https:\/\/prohoster.info\/wp-content\/uploads\/2021\/11\/logo-350.jpg","og:image:secure_url":"https:\/\/prohoster.info\/wp-content\/uploads\/2021\/11\/logo-350.jpg","og:image:width":350,"og:image:height":350,"article:published_time":"2019-10-31T19:27:36+00:00","article:modified_time":"2019-10-31T19:27:36+00:00","article:publisher":"https:\/\/www.facebook.com\/prohoster","article:author":"https:\/\/www.facebook.com\/prohoster"},"aioseo_meta_data":{"post_id":"39053","title":null,"description":null,"keywords":null,"keyphrases":null,"primary_term":null,"canonical_url":null,"og_title":null,"og_description":null,"og_object_type":"default","og_image_type":"default","og_image_url":null,"og_image_width":null,"og_image_height":null,"og_image_custom_url":null,"og_image_custom_fields":null,"og_video":null,"og_custom_url":null,"og_article_section":null,"og_article_tags":null,"twitter_use_og":false,"twitter_card":"default","twitter_image_type":"default","twitter_image_url":null,"twitter_image_custom_url":null,"twitter_image_custom_fields":null,"twitter_title":null,"twitter_description":null,"schema":{"blockGraphs":[],"customGraphs":[],"default":{"data":{"Article":[],"Course":[],"Dataset":[],"FAQPage":[],"Movie":[],"Person":[],"Product":[],"ProductReview":[],"Car":[],"Recipe":[],"Service":[],"SoftwareApplication":[],"WebPage":[]},"graphName":"","isEnabled":true},"graphs":[]},"schema_type":null,"schema_type_options":null,"pillar_content":false,"robots_default":true,"robots_noindex":false,"robots_noarchive":false,"robots_nosnippet":false,"robots_nofollow":false,"robots_noimageindex":false,"robots_noodp":false,"robots_notranslate":false,"robots_max_snippet":null,"robots_max_videopreview":null,"robots_max_imagepreview":"large","priority":null,"frequency":null,"local_seo":null,"seo_analyzer_scan_date":"2026-01-24 00:33:19","breadcrumb_settings":null,"limit_modified_date":false,"reviewed_by":null,"ai":null,"created":"2021-03-01 00:57:31","updated":"2026-01-24 00:33:19","focus_keyword":null,"additional_keywords":null,"truseo_locale":null},"gt_translate_keys":[{"key":"link","format":"url"}],"_links":{"self":[{"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/posts\/39053","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/comments?post=39053"}],"version-history":[{"count":0,"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/posts\/39053\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/media\/29300"}],"wp:attachment":[{"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/media?parent=39053"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/categories?post=39053"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/prohoster.info\/cs\/wp-json\/wp\/v2\/tags?post=39053"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}