Toolset lightmapper project
#101
Geschrieben 23 Dezember 2009 - 04:36
#102
Geschrieben 23 Dezember 2009 - 05:47
JasonNH wrote...
In addition to these problems, a couple of us are noticing that ambient lights are not acting in the way that they are described on the wiki for exterior areas. My understanding is that ambient lighting allows you to modify the color of shadows, and it does. The problem is that it also immediately makes the entire area much brighter regardless of your sunlight values in the exportable area properties.
This makes it impossible to have a less than brightly lit exterior area with anything but the pitch black default shadow color. This is extremely limiting. Could someone from Bioware either correct our misunderstanding of how ambient lights function in an exterior area, or verify that there is currently a bug with ambient lights? Thank you.
Ambient works like a brightness knob on your monitor. It lightens the entire scene. If you want lighter shadows without affecting the overall brightness, you have to reduce your other light contributions to compensate. Generally you want to set your ambient level first, before you spend time tuning the other lights.
If you want more detail, this is generally how lighting is calculated in a shader:
Total light = ambient + diffuse + specular + emissive
Each one of those terms is calculated independantly of each other and they are all added together to get the final light value for the pixel.
#103
Geschrieben 24 Dezember 2009 - 03:30
No Ambient Light - Pitch Black Sunlight
Ambient Light Added - Same exact sunlight settings
As you can see, the ambient light pretty much makes my environmental settings irrelevant as soon as it is introduced. What I really want is an area lit something like this, but where I can also modify the shadows from the default darkest settings. I'm having no success with it.
Bearbeitet von JasonNH, 24 Dezember 2009 - 07:15 .
#104
Geschrieben 24 Dezember 2009 - 07:16
It's kind of hard to pick an ambient color from the RGB picker since if it is bright enough to judge the color, then it's also too bright for an ambient light. So find a color you like on the color square, then drag the luminance slider down to about a quarter the way from the bottom.
#105
Geschrieben 25 Dezember 2009 - 01:15
#106
Geschrieben 25 Dezember 2009 - 04:49
#107
Geschrieben 27 Dezember 2009 - 07:36
Here is a screen shot from unprocessed level (users.kymp.net/p501474a/spots.jpg)
Here is a screen shot after post processing the lightmaps (users.kymp.net/p501474a/spots_fixed.jpg)
Bearbeitet von BioSpirit, 27 Dezember 2009 - 07:48 .
#108
Geschrieben 28 Dezember 2009 - 09:39
Bearbeitet von BioSpirit, 28 Dezember 2009 - 09:40 .
#109
Geschrieben 07 Januar 2010 - 05:52
#110
Geschrieben 31 Januar 2010 - 10:25
I created a new level per the wiki tutorial (including placing the two ambient and static lights), successfully generated pathfinding for the area, but get this error upon pressing the "Render Lightmaps" icon/button:
E: 14:11:51 - Failed to submit lightmap layout [cms002i]
E: 14:11:51 - Job submission process failed with a return code of '-1073741819'.
And I also get a Windows popup indicating "EclipseRay.exe has encountered a problem and must close."
I also cannot complete a "Do All Local Posts" (get a Local Posts Failed! message).
I have the following installed:
Windows XP
Toolset version 1.0.1008.0
ActivePython 2.5.4.4 32-bit mode
EclipseRay 1.2
Suggestions?
Bearbeitet von Seryn, 31 Januar 2010 - 10:32 .
#111
Geschrieben 02 Februar 2010 - 05:59
#112
Geschrieben 14 März 2010 - 01:32
BioSpirit wrote...
There is something wrong in ambient light settings. I created a dark cave with very low ambient light setting just about 5-10% of normal level and I had to setup the color values in 0.01 and the color intensity 0.00002 If this is proper behaviour then the scale must be logarithmic or something.
but then your character will also be this dark... normally your character has to be slightly brighter than the environment. right now the lighting will be rendered differently than bioware's inhous process. we won't get the same results like they do after rendering lights. in outdoor levels it's more or less irrelevant, indoor your levels (especially caves) look always too bright.
if you then lower down the settings of your ambient light all the characters will be hardly lit. that is because the ambient light is connected to the lighting of the characters through light probes.
bioware is using much brighter ambient lights (color settings around 0.30 - 0.40 and an intensity of 0.2 - 0.3) and the result is a nice looking uniform atmosphere of lights. if you render their levels with the same settings you will get a completely different looking output. to get better results we have to lower down the ambient lights to colors around 0.03-0.06 and the intensity to something like 0.005 - 0.1. this more or less creates a better looking ambient lighting, but your character will be too dark. you've got no chance to bright him up but with a lot of static lights not affecting area but characters... because that's why the people at bioware always place 3 - 4 static lights with a radius of 10000 at the corners outside of their levels just to affect the characters. this won't do anything in our levels. at least i can't see a difference. clearification by a dev is needed here^^
also could you please provide a better rendering engine?
#113
Geschrieben 31 März 2010 - 02:46
Yeah, that helps a lot of things doesn't it? Software sucks.Seryn wrote...
Well, after uninstalling and re-installing the Toolset (still the same version), I got it to work. I'm glad this is soooo easy . . .
#114
Geschrieben 22 Januar 2011 - 10:09





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