14/December/2021 light-by-pixel or light-by-pixel lighting system this is a lighting system that projects the pixel with a shader and makes it bounce off of it, it depends on the resolution of the light and the texture of the light the shader projects as light and where the light per pixel hits it bounces and this causes contact shadow and projected shadow this form of real time lighting can be applied via software in the engines and there's not much secret it's just projecting the textures and using it as a light that clears up as a shader light this illuminates the scene more realistically. The current processes give the model of the lamp and its resolution changes everything and when it hits the polygons it reacts differently as if you put texture on the lamp and its resolution hits and makes shadow projections and etc. where not the light but the pixels are bounced, then the bounce has a resolution of the texture of light well this is my contribution to the games market and to the blender that will apply this faster than the others
14/ dezenbro /2021 sistema de iluminação de pixel por luz ou luz por pixel este é um sistema de iluminação que projeta o pixel com um shader e o faz rebater nele, depende da resolução da luz e da textura da luz o shader projeta como luz e onde a luz por pixel bate ela rebate e isso causa sombra de contato e sombra projetada essa forma de iluminação real time pode ser aplicada via software nas engines e não tem muito segredo é só projetar as texturas e colocar como luz que clareia como shader de luz isso ilumina a cena mais realista mente que os processo atuais dai o modelo da lampada e a resolução dela muda tudo e quando ela bate nos poligonos reaje de forma difernte como se colocar textura na lampada e a resolução dela batesse e fizesse projeções de sombra e etc onde não á luz mas a os pixels são rebatidos dai a o rebatimento tem uma resolução da da textura da luz bem essa é minha comtribuição pro mercado de games e pro blender que vai aplicar isso mais rapido que os outros
WHAT IS THE LIGHTING ERROR?
Game, render, and movie engines work with global illumination with particles that drop anywhere and bounce off in any way... When light behaves like a LIGHTNING... it starts in one place and goes in only one direction where it passes, and bounces when it encounters an object.. and then ?What is light per pixel anyway? I developed a theory that if you put a texture on an object and it projects its pixel as light, and it bounces and with the color of the pixel the light gets lighter for the engine to illuminate, which ends up causing the light to stay on while it's on keep bombarding the objects around linear keep projected through notmal or normal map using through distance, color, frequency and using the resolution of pixels decreasing and making it possible to calculate relist shadow and global illumination, because where there is no light hitting it is dark no it has a pixel and that's why the light casts a shadow and the scene is all black by default and when you render or load the game and it brightens according to the pixel and that depends on the resolution of the texture that is applied, making it lighter, or heavier, so... Light per pixel is a new paradigm I created to change how games and renderers work, peace and safety for everyone