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How to improve resolution of lightmaps?

 
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Brenner
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Joined: 25 Mar 2010
Posts: 10

PostPosted: Sun Apr 25, 2010 11:53 am    Post subject: How to improve resolution of lightmaps? Reply with quote

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
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Apr 25, 2010 12:42 pm    Post subject: Reply with quote

Look at Options -> Lightmapper. There you can increase the size used for lightmaps.
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AWM Mars
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Joined: 06 Jan 2010
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Location: Wilts England

PostPosted: Sun Apr 25, 2010 3:31 pm    Post subject: Reply with quote

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.
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Last edited by AWM Mars on Sun Apr 25, 2010 3:32 pm; edited 1 time in total
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Brenner
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PostPosted: Sun Apr 25, 2010 3:31 pm    Post subject: Reply with quote

Gah! How did I miss that? Thanks! Smile

Is there a hard physical limit to the lightmaps? I think I might need even more resolution.
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AWM Mars
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Location: Wilts England

PostPosted: Sun Apr 25, 2010 3:34 pm    Post subject: Reply with quote

Brenner wrote:
Gah! How did I miss that? Thanks! Smile

Is there a hard physical limit to the lightmaps? I think I might need even more resolution.

4096x4096 should be big enough for you Smile
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Brenner
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PostPosted: Sun Apr 25, 2010 5:32 pm    Post subject: Reply with quote

I was using TGA, so the problem wasn't lossiness. Smile

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. Sad
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AWM Mars
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PostPosted: Sun Apr 25, 2010 6:09 pm    Post subject: Reply with quote

It depends on whether you are trying to render photo quality static scenes, (there is a seperate ray tracer for that), or lightmapping for a virtual scene.
I've acheived pretty good results with my virtual scene modelling. http://www.delgine.com/forum/viewtopic.php?t=4089&start=0

Care to share some images?
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Brenner
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Joined: 25 Mar 2010
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PostPosted: Sun Apr 25, 2010 9:12 pm    Post subject: Reply with quote

I ran out of memory on my 1GB machine, DelEd crashed. I'll try on a machine with more memory and let you know. Smile
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sun Apr 25, 2010 9:58 pm    Post subject: Reply with quote

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
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PostPosted: Fri Apr 30, 2010 11:54 pm    Post subject: Reply with quote

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! Very Happy

Thanks for your help!
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Daaark
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Joined: 01 Sep 2004
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Location: Ottawa, Canada

PostPosted: Mon Jul 19, 2010 5:40 pm    Post subject: Reply with quote

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
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PostPosted: Thu Jul 29, 2010 5:14 pm    Post subject: Reply with quote

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.
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