For example? (genuinely curious)
For example? (genuinely curious)
For example, if you want an ominous feel to a cathedral, you need to know what light colors are more ominous than others, what direction of lighting (maybe bottom up, rather than from the top), what types of lights...many dim point lights? or single directional lights?, if light scattering through a medium like fog would look good, etc etc. And also keeping in mind functional aspects like, can the player still see items or things he needs to do, even with all of this specific lighting.
Another example might be that while lighting and materials might behave naturally, sometimes they still behave in undesireable ways. Suppose the angle of the sun reflected off of a reflective surface right into the player's face right while he was at a specific location where he needed to do something. If you can't move the surface, can you shift the light? Will that effect the scene much? Maybe now that you shifted the light, the rays of light that were going through a tree branch beautifully are not there any more.
That isn't to say this doesn't happen now, just that it's only going to get better.
If I may ask, don't you think decisions related to the "feel" of any game/entertainment device rests squarely on the shoulders of the art director?
I feel that statements such as that on ars is not meant to mock the artists but instead convey the message that "Hey programmers, next time the artists/director want these lights and this reflective properties, you can do it very quickly instead of hacking through messy code."
Now, personally what I think is going to happen is that with even more control, and lesser instances of programmers telling the artists "I could do that for you, but we're going to blow the next 6 month worth of budget for 5 people. Is that effect still important now?", artists are going to be able to come a step closer in realizing their intended vision.
Look at old film noir movies on TV, they have very exaggerated lighting for dramatic effect.Often you are reducing light to remove information from the scene, so that the viewer can focus on the dramatic subject.
Also, none of the graphics engines really capture the wave-nature of light - intereference/diffraction etc. Radiosity captures a bit of this but from an intensity/energy point of view.