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Lighting Question: Baked vs Static vs 3 Static/Animated Max on Models


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#1
BloodsongVengeance

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heyas;

  so i was struggling with lighting my indoor room areas.  i have three rooms, two have fireplaces with animated firelight.  and i wanted a static light in each room for the characters.  well, not having the lights overlap so there are only a max of 3 on each model wasn't working.

  so staring at this problem, i had the following thought process:

1: models can only be lit by a maximum of 3 static lights.  that includes animated lights.
2: pcs can only be lit by static lights (and animated).
3: the level can be lit by static AND baked lights.
4: you can tell a static light if it should affect characters and models, or NOT.

  so... why isn't it a procedure to copy a static light you want to light your players, tell the STATIC light to NOT light models, and then copy a *baked* light into the same place?  i mean... the models can have any number of baked on lights, can't they? i didn't see any limitations for those.

  right? so two duplicate lights, one that is baked into the level and doesn't affect the player, then one static light that lights up the player, but doesn't interfere with the animated lights or create crazy chunk boundary lighting whackiness on the level.

  well, i did try it, but i had added an ambient light to my level, and the whole lighting looks different than i had with just the static/animated lights.  but yeah, the players are lit, and so is the room, and without those weird model edge lighting things.


  is there a reason you cant put a baked light on top of a static light?  or a reason the area models *must* be lit by a static light?

#2
mikemike37

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im afraid yes, there is a good reason that you want static lights to illuminate your levels.



that reason is normal maps. normal maps are used to allow a surface greater reflectivity based on the angle of light as compared with the camera. that is to say: if a camera is looking at 45 degrees to a wall, and a light is opposite at 45 degrees, which parts of a brick texture show up? itd be the flats of the brick, and the far edges of each brick. the close edges will be dark and the tops and bottoms will be only moderately lit.



all of that sounds really minor, but its what gives textures their depth. Normal maps can only work at "runtime" (baking doesnt make sense since the camera moves, unlike static shadows). Baked lights are entirely ignored at runtime, so as far as a normal map goes, it has nothing to do.



incidentally:

2: pcs can only be lit by static lights (and animated).



PCs (and creatures, placeables etc) are also lit by ambient light (I think), if youve rendered your light probes and exported in single player.

#3
0x30A88

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Sorry to hijack thread, but I think this is relevant. Are the spotlights not working or something? They're just appearing like no light at all when lightmap is rendered.