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Brenner Member
Joined: 25 Mar 2010 Posts: 10
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Posted: Sun Apr 25, 2010 11:53 am Post subject: How to improve resolution of lightmaps? |
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I've been putting lightmaps on the FrauenKirche, but when I look at the outputted model (using B3D format) in other programs, the shadow is very pixellated.
What am I doing wrong? Or is this a limitation of something?
I've tried with two different model viewers, in OGL, DirectX and software rendering. Looking at the lightmap files themselves, they seem quite low resolution.
How do I get high-resolution lightmaps? |
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harper Member
Joined: 19 Jul 2007 Posts: 283 Location: Hamburg, Germany
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Posted: Sun Apr 25, 2010 12:42 pm Post subject: |
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Look at Options -> Lightmapper. There you can increase the size used for lightmaps. |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun Apr 25, 2010 3:31 pm Post subject: |
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It maybe you are using a setting of lightmaps format = jpg. The default is BMP and give better results, albeit larger file sizes. Jpg's can give artifacts.
I use a range between 128x128 - 256x256 as a light map size, min = 8-32, max = 64 - 128, blur filter passes = 2, normal auto smooth crease angle = dependant on your polygon and output requirements.
The Lightmapper options are in - View - Options (Alt+O), then Lightmapper Tab. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk
Last edited by AWM Mars on Sun Apr 25, 2010 3:32 pm; edited 1 time in total |
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Brenner Member
Joined: 25 Mar 2010 Posts: 10
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Posted: Sun Apr 25, 2010 3:31 pm Post subject: |
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Gah! How did I miss that? Thanks!
Is there a hard physical limit to the lightmaps? I think I might need even more resolution. |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Brenner Member
Joined: 25 Mar 2010 Posts: 10
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Posted: Sun Apr 25, 2010 5:32 pm Post subject: |
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I was using TGA, so the problem wasn't lossiness.
Yeah, I'm using 4096 now, and I'm still seeing pixellation, so I'll try upping the blur passes. Thanks for the suggestion!
Maybe I'm just expecting too much. |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Brenner Member
Joined: 25 Mar 2010 Posts: 10
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Posted: Sun Apr 25, 2010 9:12 pm Post subject: |
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I ran out of memory on my 1GB machine, DelEd crashed. I'll try on a machine with more memory and let you know. |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sun Apr 25, 2010 9:58 pm Post subject: |
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The DeleD lightmapper sometimes shows artifacts. Especially when your geometry is not OK. For example: Polygons that are intersecting or non-planar may cause problems.
When using 4096x4096, I'm pretty sure that the problems you are experiencing are not because of a low-resolution. |
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Brenner Member
Joined: 25 Mar 2010 Posts: 10
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Posted: Fri Apr 30, 2010 11:54 pm Post subject: |
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You're right, on a 64-bit machine with 4GB RAM, turning everything up to the max, it was fine. I used 3 blur passes.
I think some of the artefacts I was seeing were due to the model.
DelEd just gets better and better!
Thanks for your help! |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Mon Jul 19, 2010 5:40 pm Post subject: |
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Do you have giant polygons in your map?
You have to feed the light mapper a nice grid of evenly sized polygons to keep the size of the lumels consistent. You can't get good results when a tiny patch of lumels has to approximate the shadow of 1 large polygon.
So if you have large surfaces, segment them down. Try to keep your polygons all in a constant size too. Then you'll have crisp, and evenly sized shadow resolution. _________________
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Thu Jul 29, 2010 5:14 pm Post subject: |
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That's useful information, don't know how I missed this post.
It would account for some of the weird results I get with some of my meshes, I always try and reduce polygons to the minimum, so I get better fps rendering in the Immersive Environments I create. Its a balance between slow rendering and quality. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk |
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