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animated, spot and baked lights


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#1
gordonbrown82

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could anyone give a brief description or if possible a long explenation how these are used? should i use both animated lights and static lights as torches? does it make a difference where i put my baked lights and how does it change anything?

#2
gordonbrown82

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here is one instance of lighting that has been done by dragon age people: there are three lights in the same spot. one static and then two spot lights that are pointing towards walls and some objects behind walls. what is the purpose of this?
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Modifié par gordonbrown82, 20 mars 2010 - 03:29 .


#3
gordonbrown82

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in the image below the selected light is a baked light with the same color as the torches and an intensity of 1.6. what kind of function does that have?
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Modifié par gordonbrown82, 20 mars 2010 - 03:33 .


#4
gordonbrown82

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here two dark blue baked lights have been selected. i don't understand why it's not enough to use one and why they're placed the way they are.

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#5
-Semper-

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bioware differs between lights affecting the level and lights affecting just the characters. all lights you can see inside of a room/level lit the level architecture. first you place an ambient light which controls the mainly the base darkness of your whole level. point and static lights are there to get the right mood (e.g. decoartion). animated lights are similar to static lights.

point lights are often used to lit larger spaces whereas static/animated lights are just for decoration purposes. it is said that static lights are more performance intensive (mainly just for consoles^^)



lights with a huge radius outside the rooms affect only characters. they're are must have to brighten up the character and are colored similar to the lighting atmosphere of your level. remember to place a light probe inside of your level or your character won't get lit. also remeber to assign the lights to the room(s) ;)

#6
Nattfodd

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You can always take a look at original levels layouts in this project.

#7
gordonbrown82

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those pictures are from the project you linked

#8
gordonbrown82

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-Semper- wrote...

bioware differs between lights affecting the level and lights affecting just the characters. all lights you can see inside of a room/level lit the level architecture. first you place an ambient light which controls the mainly the base darkness of your whole level. point and static lights are there to get the right mood (e.g. decoartion). animated lights are similar to static lights.
point lights are often used to lit larger spaces whereas static/animated lights are just for decoration purposes. it is said that static lights are more performance intensive (mainly just for consoles^^)

lights with a huge radius outside the rooms affect only characters. they're are must have to brighten up the character and are colored similar to the lighting atmosphere of your level. remember to place a light probe inside of your level or your character won't get lit. also remeber to assign the lights to the room(s) ;)


thanks. some more questions:

- if there's no diffrence between animated lights and static lights then why use animated lights?

- the spotlight light in the area editor doesn't seem to light anything.

-baked point lights seems to have a very weak effect or no effect at all looking at them in the editor. when i remove one i don't see any difference in the lighting of the level. why not use a very low intensity static light instead?
what does baked mean? what does static mean?

#9
-Semper-

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animated lights: they're used when the light is flickering like fireplaces or torches. if your flame is dancing in the wind and your light is static it looks kind of dumb^^



spotlight: never used one of them. they will work like point baked lights. baked lights are baked into the lightmap and therefore you can see them after rendering your lightmap. inside the editor only static lights are displayed in real time. this also answers your last question ;)