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Is there some benefit to Render Lightmaps vs Render Lightmaps for Selected Chunks/Rooms?


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#1
Lord of Fangs

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I haven't tried it for all chunks in the the entire level yet, but for the time it took to render lights in a single chunk multiplied by the number of chunks I have in the level, it seems like it would save a TON of time to render lights for each chunk one by one.

Anyone have any additional knowledge on this?

#2
DarthParametric

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I would imagine the purpose of the feature is to save time by only updating a small portion of lightmaps when you make very small changes to a layout (adding one or two props for example) rather than redoing lightmaps for the entire level. It seems odd to me that it would be quicker to render the entire level in that fashion, but perhaps on lower-end machines (and/or x86) it works better. Certainly it would be more user-intensive having to do it that way though.

Modifié par DarthParametric, 07 septembre 2010 - 03:09 .


#3
ChewyGumball

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I would think that bleeding lights would not happen between chunks if you did them all separately. I honestly don't know what the light mapper is doing but having seen how hacked together it is, I wouldn't be surprised if it does something stupid like render every face in the level no matter the visibility.

Also, if you are good with python, you could probably script chunk by chunk rendering into the lightmapper script. No guarentees it would work well though, everything seems to be held together with grass and mud.

Modifié par ChewyGumball, 07 septembre 2010 - 05:47 .


#4
Lord of Fangs

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What about the "cached scene" options?

#5
Lord of Fangs

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For anyone who may have been confused (I just noticed this myself)...the quicker option only renders lights for models if you select them. It will render lights for the entirety of the terrain itself of the chunk the selected models are in regardless (including shadows cast upon the terrain by unselected models, whether they're new since the latest render or not). Any unselected models themselves in that same chunk will not be lightmapped. Good news and bad news I guess. So if you spend an hour doing your normal lightmap and add a few models, you can do a quick lightmap render of those new models in just a few minutes (like DarthParametric said).

#6
Lord of Fangs

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For anyone who is considering doing this regularly, I just corrupted my lightmaps and have to redo the entire thing for the level in question, it happened right after rendering lightmaps for a single chunk. Coincidence? Maybe.

Modifié par Lord of Fangs, 07 septembre 2010 - 08:24 .


#7
JasonNH

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Lord of Fangs wrote...

For anyone who is considering doing this regularly, I just corrupted my lightmaps and have to redo the entire thing for the level in question, it happened right after rendering lightmaps for a single chunk. Coincidence? Maybe.


What do you mean by corrupting your lightmaps? What did it look like?

I do this fairly regularly and have not experienced any issues with it thus far.

#8
Lord of Fangs

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JasonNH wrote...
What do you mean by corrupting your lightmaps? What did it look like?

I do this fairly regularly and have not experienced any issues with it thus far.


Three entire chunks of near complete blackness.

#9
mikemike37

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Hmm, not sure why itd be quicker, though what you say doesnt really surprise me... ive tended to think one-by-one is surprisingly quick when compared to the whole lot. But I've not done a time test.



As for your black chunks: have you posted anything to local?

#10
Lord of Fangs

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Nope- I guess that could have fixed it, didn't think of that though. I cleared my lightmap files in a nerdrage, rookie move =/ Oh well, I'll re-render just before I head to bed, no time lost then!

Modifié par Lord of Fangs, 08 septembre 2010 - 01:08 .