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Lightmapper runs twice


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#1
TimelordDC

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As the title says, whenever I click 'Render Lightmaps', it goes through 2 iterations. Seeing as just one render takes close to an hour in my bigger levels, this is an unnecessary time sink.
Anyone knows how this can be prevented?

#2
jackkel dragon

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It happens to me too. I think the first time creates the "jobs" and the second actually processes them, but I really have no idea.

#3
Lord of Fangs

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Not sure. This is what prompted me to create the thread I created not too long ago about things affecting the number of lightmap jobs. The last time I rendered, the first runthrough had 36 lm/ao/sm jobs and the second one had a lot less (I forget...maybe 10?) Then I did some terrain work, changed some atmosphere settings, added maybe 20 or 30 models. The new rendering process had 37 jobs of each type the first runthrough, 27 for the second. Very annoying and time consuming.

Modifié par Lord of Fangs, 06 septembre 2010 - 11:26 .


#4
TimelordDC

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Hmmm...I haven't really noticed the difference between the first and second runs but this only started happening recently to me. I'll keep an eye out when I render next and post here.

Maybe it does once for high LOD and once for low LOD?

#5
Lord of Fangs

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TimelordDC wrote...
Maybe it does once for high LOD and once for low LOD?


This is possible...between the two times I rendered as described above, the only props I added were wooden fences that have both high LOD and low LOD models. I'm not sure how many I added exactly (I'd guess less than 50) but the increase in number of lightmap jobs on the second runthrough was very significant, like maybe 20-30 minutes worth or more.

Modifié par Lord of Fangs, 07 septembre 2010 - 12:26 .


#6
ChewyGumball

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Is one doing shadow maps and the other light maps?

#7
FergusM

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No, both passes do lm ao sm.

#8
Proleric

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I always seem to get two passes for exteriors, but one for interiors. Terrain v models, perhaps?

#9
Talisander

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I always assumed one is high LOD, and the other is the low LOD shadows that pop in when you're far away from things.



The second pass always takes less time and requires the creation of fewer textures.