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How much space does a light probe light?


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#1
PavelNovotny

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I've got a lake with a waterfall and a stream on an outdoor level. When I place light nodes over the water to generate the reflections, how much area do they cover?

If there is intervening land, like an island, do I need to place a light node on both sides of the island to generate the appropriate reflections?

If I have a long stream, does the light node only work over a certain amount of space? If there's a bridge do I need one on both sides of the bridge?

Does the vertical height of the light node matter? In all the pictures it looks like they are sitting right on the water?

Thanks!

Modifié par PavelNovotny, 15 décembre 2009 - 07:53 .


#2
FalloutBoy

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Haha good title. You mean light probe right? According to the wiki it says that the shaders will grab the nearest probe for its reflection map. Assuming this is right, then you could get away with as few as 1 probe or several if you want better accuracy.



Height probably does matter. Low means less detail but higher resolution. High would give you more area but pixelated. Or at least that is what I would expect.



Imagine the probe is a camera and it is projecting everything it sees onto the surface of the sphere. That distorted image is prerendered and used as a reflection map. If it is up high you can see the whole world but in low detail. If it is down low, you can see detail in the middle, but the edges will be seriously warped.



At least that's how I understand it.


#3
PavelNovotny

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Yup, I meant light probe - thanks for the info!



I imagine there's a performance hit the more light probes you use.

#4
Sabrel

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PavelNovotny wrote...

Yup, I meant light probe - thanks for the info!

I imagine there's a performance hit the more light probes you use.


The lightprobes are pre-rendered, like the level-based lighting, so there really shouldn't be much of a runtime hit, since the data is already rendered and just sitting there for use. The hit would more come when you're rendering out the module for export.