Aller au contenu

Photo

Weird, time consuming but successful indoor lighting solution


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
Lord of Fangs

Lord of Fangs
  • Members
  • 103 messages
If you are experiencing many black blobs or generally uncooperative shadows on the walls or props of your indoor levels and can't seem to get rid of them no matter what you try, I stumbled across is a weird method that seems to almost completely fix it...it takes some time and effort, but worth it imo...

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
TimelordDC

TimelordDC
  • Members
  • 923 messages
I, personally, haven't had any problems with indoor lightmaps (save for the ivy/web props casting a huge shadow) but I'll try this for one of the smaller rooms to see if it has any visible effect on the lighting.

#3
mikemike37

mikemike37
  • Members
  • 669 messages
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?

Modifié par mikemike37, 07 septembre 2010 - 03:39 .


#4
Challseus

Challseus
  • Members
  • 1 032 messages

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
mikemike37

mikemike37
  • Members
  • 669 messages
re. ivy/webs... the lightmapper doesnt use alpha, so this is a problem for everything heavily using transparency. not really an elegant workaround, sadly. :(

Modifié par mikemike37, 07 septembre 2010 - 04:09 .


#6
-Semper-

-Semper-
  • Members
  • 2 256 messages

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
Lord of Fangs

Lord of Fangs
  • Members
  • 103 messages
Here you go. The only thing I did to the lighting scheme itself other than the method I explained was remove a small (1m I believe) animated light for the candle.
Before:
Posted Image
After:
Posted Image

Modifié par Lord of Fangs, 07 septembre 2010 - 05:22 .


#8
-Semper-

-Semper-
  • Members
  • 2 256 messages
k, it removes the noice drastically. nice find! :D
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
Lord of Fangs

Lord of Fangs
  • Members
  • 103 messages
Yeah if you don't put the baked lights above the roof, it looks the same, only the roof is darker.

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
Proleric

Proleric
  • Members
  • 2 348 messages
Excellent! If you don't light the roof, do you still need to invert it, or can you just move it a long way off?

#11
Lord of Fangs

Lord of Fangs
  • Members
  • 103 messages
You can just move it away. I don't think think lighting the roof is what does it...it seems to be affected just by having the room itself uncovered...so strange.

#12
mikemike37

mikemike37
  • Members
  • 669 messages
I'm gonna point this at chewy, im sure he'll be interested in this find.

#13
tmp7704

tmp7704
  • Members
  • 11 156 messages

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. :(

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...

#14
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
I'm having the same problem with a big indoors level with several different rooms. The splotches dissapears when i remove the roof but i'm unsure what kind of lights i should use to color the roof (point - baked?) and what color they should be (making an attempt now with the same color as my ambient light).

#15
Lord of Fangs

Lord of Fangs
  • Members
  • 103 messages
I use baked lights of the same color as others throughout the room/rooms, and position them closer or further away from the ceiling pieces to modify brightness.

#16
AmstradHero

AmstradHero
  • Members
  • 1 239 messages
Awesome work, Lord of Fangs! This will make a huge difference for the quality of interior levels!