View previous topic :: View next topic |
Author |
Message |
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Tue Oct 31, 2006 4:23 am Post subject: apply smoothing groups to polys |
|
|
apply smoothing groups to polys
so that the light mapper is more predictable on cureved surfaces.
and well so the output mesh has smoothing. _________________ old fart coder |
|
Back to top |
|
|
elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
|
Posted: Tue Oct 31, 2006 1:33 pm Post subject: |
|
|
yes i agree deled really needs this. because when i lightmap a terrain you can see all the polygons. |
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Wed Nov 01, 2006 1:55 am Post subject: |
|
|
yeah thats what happens to teh shadow edge on my ships
realy anoying . _________________ old fart coder |
|
Back to top |
|
|
Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
|
Posted: Wed Nov 01, 2006 8:41 am Post subject: |
|
|
The short version: Working on it.
The long version (just in case you guys are interested ):
If you go to the lightmapper options, you will see an option called 'Normal Auto Smooth Crease Angle'. This represents the angle at which surface edges will be considered 'smooth' (one way to see this is as automatic generation of smoothing groups). It is a slightly more simplistic concept than fully user-controlled smoothing groups but usually enough (and it makes things much more accessible for less experienced users).
However, when we upgraded the lightmapper from triangles-only to any-polygon some DeleD versions ago we broke this functionality, and it has been more or less disabled since.
In my current development build I have restored it, but I think I still see tiny anomalies near smooth edges so release of this functionality is on hold until I pin that down. Currently I suffer from a bit of a fever (cold), which is effectively stopping me from thinking straight, let alone debug it...
My whining aside, I think the best approach would be
a) New DeleD version contains functional crease angle.
b) You guys evaluate to what degree this functionality solves your visual problems.
c) We then discuss again the priority of smoothing groups.
Deal? |
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Sun Nov 26, 2006 10:43 am Post subject: |
|
|
still find it next to impossible to get teh light map not to make teh mes LOOK unsmoothed as teh asctual mesh seems to retain its smoothing from imported file.
this image shows the result from only 2 point lights .. and a bit of ambient .. no matter wher i set teh smoothng thing in teh light mapper the faceting look never goes away . even if o open each light map image up and blur using a 3rd app .. the look is still of a relativly unsmoothed surface
it's as anoying as all heck . especial whe polys sid eby side alternate in shade by 10 % and they have the same normal values ?? _________________ old fart coder |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Sun Nov 26, 2006 10:48 am Post subject: |
|
|
DeleD 1.53 will fix this as it has the Normal Auto Smooth Crease Angle re-activated. |
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Sun Nov 26, 2006 10:51 am Post subject: |
|
|
ah ok so for now i shoul just forget exporting mesh till 1.53 _________________ old fart coder |
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Sun Nov 26, 2006 10:55 am Post subject: |
|
|
a setting of actualy0 seem sto be a good preview right now .
and will work for the short term .
see
_________________ old fart coder |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Sun Nov 26, 2006 10:56 am Post subject: |
|
|
DeleD 1.53 won't be long now. Nice ship btw! |
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Sun Nov 26, 2006 11:00 am Post subject: |
|
|
cheers ,
soon as NF gets beta 305 out i will possibly have a flight demo beside teh viewer i have now .
and some lower level poly commands all wrapped up . _________________ old fart coder |
|
Back to top |
|
|
Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
|
Posted: Sun Nov 26, 2006 6:07 pm Post subject: |
|
|
Old Lightmapper:
New Lightmapper:
Nothing to worry about. _________________
|
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Sat Dec 02, 2006 10:06 am Post subject: |
|
|
could you light map a smoothed sphere
as i till see segmentation in the New light maps
it's distracting .
seems to still have teh same error just not as pronounced .
IT's better but it's no all there yet but that could just be the mesh . _________________ old fart coder |
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Sat Dec 02, 2006 10:24 am Post subject: |
|
|
if you want to see more images of that ship BTW ..
Link to my gallery _________________ old fart coder |
|
Back to top |
|
|
Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
|
Posted: Sat Dec 02, 2006 3:30 pm Post subject: |
|
|
The spheres are segmented because they have only 8 sides.
Look at the improvement on the man alone! _________________
|
|
Back to top |
|
|
Prime_8 DeleD PRO user
Joined: 11 Sep 2006 Posts: 34
|
Posted: Tue Dec 05, 2006 9:10 am Post subject: |
|
|
yeah its a big jump but still hard edges ..
though teh only erros now seem to be in mapping info . it is way better
reduced from 1280x1024x32 (sorry for fuzzy but sharp not needed )
nice looking inside deled . very slick guys !! _________________ old fart coder |
|
Back to top |
|
|
|