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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 12:55 pm Post subject: Error trying to lightmap |
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Error trying to lightmap with the following features:
3 lights
Lightmap size: 512x512
Individual textures minimum size: 512x512
Individual textures maximum size: 512x512
Number of (blur) filter passes: 1 (happens also with it set on 0)
Generate shadows: yes
Consider non selected objects: yes
Bake scene ambient color into lightmap: no
Normal auto smooth crease angle: 0
Error message:
Access violation at address 00406770 in module 'deled.exe'. write of address 07170010.
After pressing cancel another error:
Access violation at address 0055C8B0 in module 'deled.exe'. write of address 00000064.
It only happens if I choose an Individual textures minimum size between 256-512 |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Wed Feb 20, 2008 1:05 pm Post subject: |
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I tried the settings, no problem here. One advice though:
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Lightmap size: 512x512
Individual textures minimum size: 512x512
Individual textures maximum size: 512x512 |
That's not how you use the lightmapper. It just makes no sense. With that setting, for every polygon, no matter how small or big, will be created a texture file. You don't want 5000 bmp texture files.
Plus, every polygon will have a lightmap with 512 size, the ones that are very small and the ones that are very big as well. It's not efficient at all. You should set it to about 8 or 16 for minimum and 32 or 64 for maximum size. _________________ Behold! The DeleD Wiki! Please help us expanding it
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 1:31 pm Post subject: |
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Mr.Fletcher wrote: |
I tried the settings, no problem here. One advice though:
Quote: |
Lightmap size: 512x512
Individual textures minimum size: 512x512
Individual textures maximum size: 512x512 |
That's not how you use the lightmapper. It just makes no sense. With that setting, for every polygon, no matter how small or big, will be created a texture file. You don't want 5000 bmp texture files.
Plus, every polygon will have a lightmap with 512 size, the ones that are very small and the ones that are very big as well. It's not efficient at all. You should set it to about 8 or 16 for minimum and 32 or 64 for maximum size. |
Oh
Hehe oops
Well the shadows don't seem smooth even if I increase the smoothness? |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Feb 20, 2008 2:28 pm Post subject: |
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Did you maintain an even polygon resolution, or do you have giant polygons all over, and odd sizes everywhere? |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 2:40 pm Post subject: |
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Daaark wrote: |
Did you maintain an even polygon resolution, or do you have giant polygons all over, and odd sizes everywhere? |
The polygons are not weird, pretty squary.. I still haven't united all objects together though I'm afraid that when I do I'll get weird polygon sizes.. |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 2:56 pm Post subject: |
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Screenshots:
As you can see, the shadows are not all that smooth.. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Feb 20, 2008 2:59 pm Post subject: |
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They look smooth to me. That is exactly the shadows I would expect on that model. |
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Wed Feb 20, 2008 3:01 pm Post subject: |
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Me tho, was staring for a minute at the image and tought what your problem is. |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Wed Feb 20, 2008 3:01 pm Post subject: |
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I totally love that model _________________ Behold! The DeleD Wiki! Please help us expanding it
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 3:02 pm Post subject: |
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Daaark wrote: |
They look smooth to me. That is exactly the shadows I would expect on that model. |
There's a rough visible grading between the shadow colors from the brighter to the darker parts.. something I didn't get on 3dws, I want to reach a better level?
lol, thanks Fletcher |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Feb 20, 2008 3:07 pm Post subject: |
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Adar wrote: |
Daaark wrote: |
They look smooth to me. That is exactly the shadows I would expect on that model. |
There's a rough visible grading between the shadow colors from the brighter to the darker part.. something I didn't get on 3dws, I want to reach a better level?
lol, thanks Fletcher |
Because you have a flat white texture under it. That will go away when you have a real texture under there. This limitation is visible in every tool, it's just what happens when you only have 8 bits per channel.
Try setting your smoothing crease angle between 45 and 80. Just as long as it's not 90, that will kill the edges on your boxes. |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 3:30 pm Post subject: |
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Daaark wrote: |
Because you have a flat white texture under it. That will go away when you have a real texture under there. This limitation is visible in every tool, it's just what happens when you only have 8 bits per channel.
Try setting your smoothing crease angle between 45 and 80. Just as long as it's not 90, that will kill the edges on your boxes. |
You're completely right.. well you know best after all |
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Wed Feb 20, 2008 4:11 pm Post subject: |
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Adar wrote: |
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Now, i think you understood why i want the "Lightmapping Only" feature |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 4:17 pm Post subject: |
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Nocturn wrote: |
Adar wrote: |
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Now, i think you understood why i want the "Lightmapping Only" feature |
Well I guess you can just have a save with everything in white until then.. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Feb 21, 2008 9:24 am Post subject: |
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Just wanted to add that I too like that model very, very much. It's one of those models that I can't imagine improving with texturing because it just looks lovely the way it is. |
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