Weird, time consuming but successful indoor lighting solution
#1
Posté 07 septembre 2010 - 12:47
This is going to sound very strange but trust me, it works. I don't know how or why, but it works.
Take the ceiling off your room before you render lights.
Here's what to do. Make the ceiling of your room into a group, flip it upside down, slide it aside, put a series of baked lights on top of it so that the visible part of the ceiling inside the room still has lightmaps, render lights, and put the ceiling back.
I don't know if I have just been doing something wrong with lighting all along, but for some reason the lighting in my indoor rooms looks much better and much more believable with the above method. This also fixes a problem I had with small rooms beyond a doorway being too dark.
#2
Posté 07 septembre 2010 - 02:38
#3
Posté 07 septembre 2010 - 03:39
I had been using a post-lightmapping photoshop batch fix, but Semper was looking for an alternative solution for this problem.
...I wonder why/how it works?
Modifié par mikemike37, 07 septembre 2010 - 03:39 .
#4
Posté 07 septembre 2010 - 04:03
TimelordDC wrote...
...save for the ivy/web props casting a huge shadow...
Son of a... I thought I was the only person having this issue...
#5
Posté 07 septembre 2010 - 04:08
Modifié par mikemike37, 07 septembre 2010 - 04:09 .
#6
Posté 07 septembre 2010 - 04:58
mikemike37 wrote...
hmm okay thats definately weird lol.
I had been using a post-lightmapping photoshop batch fix, but Semper was looking for an alternative solution for this problem.
...I wonder why/how it works?
i bet it just lit up the dark roofs which sometimes appear and has nothing in common with the noisy maps we are talking about. perhaps lord can show some screenshots to show the difference. personally i don't think that a baked light at a turned up roof changes anything besides the lightmap of the roof^^
Modifié par -Semper-, 07 septembre 2010 - 04:58 .
#7
Posté 07 septembre 2010 - 05:21
Before:

After:
Modifié par Lord of Fangs, 07 septembre 2010 - 05:22 .
#8
Posté 07 septembre 2010 - 05:41
what happens if you are not placing lights above the off slighted roofs? in times where i don't want the roof to appear this bright. or it's because of the animated light - i also used an animated one within my room which looks like the mess in the first screenshot, although i do believe i removed that too.
seems this big noise appears only in small rooms with animated lights^^
Modifié par -Semper-, 07 septembre 2010 - 05:43 .
#9
Posté 07 septembre 2010 - 05:57
And yeah the noise is usually worst in the smaller rooms or on small props...I had more or less surrendered to this problem because after spending ages trying to fix the horrific blobby noise on a large number of small food items I had arranged on a table, I noticed a similar arrangement in the main campaign of DA:O (one of the tables of food in Fort Drakon) that looked just as bad. Figured there was no way around it, but this seems to work.
Modifié par Lord of Fangs, 07 septembre 2010 - 05:57 .
#10
Posté 08 septembre 2010 - 09:15
#11
Posté 08 septembre 2010 - 10:53
#12
Posté 08 septembre 2010 - 01:30
#13
Posté 08 septembre 2010 - 04:19
Yes; to be more precise the lightmapper script doesn't transfer any information about textures to the radiosity renderer, every object is defined as plain, white shape. I wonder if someone could tweak it actually (it's python script) to give the renderer more data about the objects...mikemike37 wrote...
re. ivy/webs... the lightmapper doesnt use alpha, so this is a problem for everything heavily using transparency. not really an elegant workaround, sadly.
#14
Posté 13 septembre 2010 - 12:56
#15
Posté 13 septembre 2010 - 07:23
#16
Posté 21 septembre 2010 - 08:13





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