For many purposes, the "fully lit" appearance of interiors in game before lighting is added suits me just fine.
Is there any simple way of making the player, doors etc look reasonably OK without doing any lighting?
If not, does anyone have a simple formula for adding lights to achieve the same effect?
Is there any alternative to lighting?
Débuté par
Proleric
, avril 14 2010 04:58
#1
Posté 14 avril 2010 - 04:58
#2
Posté 14 avril 2010 - 07:26
I don't think it is possible to do it without lighting.
What you could do is add a Static Light with white light and intensity 1 for each room and see if the lightmap gives the same effect. In one of my interior rooms, I had a static light with a slightly yellowish color and intensity 1 and it pretty much overrode all the other lighting I had put in (baked lights with darker orange and reduced intensities between 0.4 and 0.55) so that might be one route to go.
What you could do is add a Static Light with white light and intensity 1 for each room and see if the lightmap gives the same effect. In one of my interior rooms, I had a static light with a slightly yellowish color and intensity 1 and it pretty much overrode all the other lighting I had put in (baked lights with darker orange and reduced intensities between 0.4 and 0.55) so that might be one route to go.
#3
Posté 15 avril 2010 - 04:04
Thanks. That's not bad - a bit gloomy, with unwanted shadows, but maybe I could tweak that.
The physics I really want is more ambient light, but increasing the brightness or intensity of the baked ambient light doesn't seem to do that.
I can see how this is done in the OC interiors (which are festooned with lights), but presumably that won't work for us, because we don't have the industrial-strength lighting solution.
The physics I really want is more ambient light, but increasing the brightness or intensity of the baked ambient light doesn't seem to do that.
I can see how this is done in the OC interiors (which are festooned with lights), but presumably that won't work for us, because we don't have the industrial-strength lighting solution.
#4
Posté 15 avril 2010 - 05:52
i think i don't get your point.. what you wanna do?
1) create a lighting atmosphere within the toolset comparable to the rendered lightmap but without to render first?
2) adjust the rendered lightmap to be darker because of the too bright ambient light?
within the toolset only static lights will be shown in realtime. you can also disable fully lit models to get better results. an ambient light will be baked to the light map and therefor is not visible.
1) create a lighting atmosphere within the toolset comparable to the rendered lightmap but without to render first?
2) adjust the rendered lightmap to be darker because of the too bright ambient light?
within the toolset only static lights will be shown in realtime. you can also disable fully lit models to get better results. an ambient light will be baked to the light map and therefor is not visible.
#5
Posté 16 avril 2010 - 08:10
Sorry if I wasn't clear - I'm just talking about results in game.

This is how one interior looks with the lighting you suggested and the recommended filters - dark, with deep shadows and over-bright doors.
Unfortunately, brighter lights create deeper shadows and harsh glaring reflections.
I'd hoped that the Ambient lighting could be used to make everything brighter, evenly, but as far as I can see it's only used for shadows.
I've noticed that the OC tends to use a considerable array of soft lights, with heuristics like lighting doorways.
Any better ideas?

This is how one interior looks with the lighting you suggested and the recommended filters - dark, with deep shadows and over-bright doors.
Unfortunately, brighter lights create deeper shadows and harsh glaring reflections.
I'd hoped that the Ambient lighting could be used to make everything brighter, evenly, but as far as I can see it's only used for shadows.
I've noticed that the OC tends to use a considerable array of soft lights, with heuristics like lighting doorways.
Any better ideas?
#6
Posté 16 avril 2010 - 02:55
with the ambient light you create the mood you want - darker atmosphere or brighter. first you always create an ambient light to get the right feeling. after this you choose a combination of baked and static lights to give every room a decent look. baked lights to lit larger space and static lights for decoration aspects. do not let the lights which lit your geometry affect characters. mostly character are lit by 3 lights placed outside of the geometry of your room (or group of rooms) with the setting to not affect geometry. this is strongly important if you are using a very low ambient light's intensity setting.
outdoor levels are only lit by 1 ambient light and the sunlight. if you use too many static or baked lights there is a bug with the renderer causing black floor textures.
always use light probes in your level and post it from the single player module.
outdoor levels are only lit by 1 ambient light and the sunlight. if you use too many static or baked lights there is a bug with the renderer causing black floor textures.
always use light probes in your level and post it from the single player module.
Modifié par -Semper-, 17 avril 2010 - 06:13 .
#7
Posté 17 avril 2010 - 10:18
I have been working on the lightmap post processor and I suppose it would be possible to chanage the lighting levels during post processing. I mean lightness, contrast, shadow intensity. How much good would it do ?
#8
Posté 17 avril 2010 - 11:17
i'll test this. the ambient setting means 1 is very dark and 64 is very bright. is this correct?
don't know what exactly the smoothing chunk boundaries is for^^
don't know what exactly the smoothing chunk boundaries is for^^
#9
Posté 17 avril 2010 - 12:41
You got me wrong. It's not yet implemented. The ambient setting is a threshold for a black dot removal. I was only asking how useful would it be (to have such feature) ?
#10
Posté 17 avril 2010 - 12:53
-Semper- wrote...
don't know what exactly the smoothing chunk boundaries is for
Sometimes there are sharp edges in a lightmaps at the chunk boundries. That's because the lightmapper doesn't know what's in the next chunk therefore it can fail to build the chunk boundry correctly. LMPP14 can smooth the pixels at the chunk boundry and that will hide the sharp edge.
#11
Posté 19 avril 2010 - 12:09
Thanks, everyone.
It seems I can simply use a bright Ambient light after all:

This is a yellowish Colour [0.99,1.00,0.86] with a Colour Intensity of 1.
The doors are still too bright for my taste, but I haven't found a way of improving that.
I'll put my findings in the wiki tutorial as an simple alternative.
It seems I can simply use a bright Ambient light after all:

This is a yellowish Colour [0.99,1.00,0.86] with a Colour Intensity of 1.
The doors are still too bright for my taste, but I haven't found a way of improving that.
I'll put my findings in the wiki tutorial as an simple alternative.
Modifié par Proleric1, 19 avril 2010 - 12:13 .





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