|
DeleD Community Edition Forums
|
View previous topic :: View next topic |
Author |
Message |
LEGIT Member
Joined: 10 Mar 2005 Posts: 16 Location: Utah
|
Posted: Fri Mar 18, 2005 4:56 am Post subject: PRO |
|
|
[quote]In PRO is the lightmapping alot more intense? I was making a cave with a bunch of lights and it came out all spotty and stuff:( The corridor was real smooth to but is the lightmapping any better in PRO??
Ohh, the light propertys are a little strange?? Instead of it asking straight out how bright you want it and stuff the only way I have been getting any lighting is when I have 0.0000030:( If I wanted to make alot more light with much more intensity does anyone know how to use the lightmapping thing alittle more tham I do?
Same subject but, I was also thinking about a sky light. Like the sun or some huge fireball about to trample my world. I remember to place the light as high up as you can and put something con something up to 9999999 but I am not sure anymore:(
Regards, LEGIT _________________ I have fallen from everything and everyone and now I like to hide in some of the places I create using DeleD! |
|
Back to top |
|
|
Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
|
Posted: Fri Mar 18, 2005 9:42 am Post subject: |
|
|
First of all, have you gone through the lightmapping tutorial at
http://www.delgine.com/index.php?filename=tutorial_lightinglite&menus=off ?
If not, make sure you do, it will explain a lot. Amonst other things, it shows you how to do a sun/moon with Lite lighting.
Then there is the 'spottiness' issue, at the moment the lightmapping algorithm has a problem with curved (both concave or convex) surfaces, because it doesn't smooth normals and it has 'overlap shadows' (spurious shadows at the edges of polygons). Both issues will be fixed at some point in the future.
Then there is the attenuation parameters, they are the default parameters iof OpenGL/DirectX lighting formula. The numbers are so small because of the rather large default DeleD unit size. Refer to the lighting reference (http://www.delgine.com/index.php?filename=reference_lighting&menus=off ) to see how they work. Also there is the little attenuation graph in the object inspector to help you out.
However, we are considering introducing alternative (parallel), less physically accurate but more intuitive to configure light settings at some point in the future. |
|
Back to top |
|
|
Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
|
Posted: Fri Mar 18, 2005 9:48 am Post subject: |
|
|
Oh, and then there is the 'In PRO is the lightmapping alot more intense' question. I don't really understand the question, but these two things should clear the most likely questions up:
1. PRO lightmapping isn't different from LITE lightmapping, it just has more features. Or more accurate, LITE lighting is PRO lighting with most goodies disabled.
2. If with 'intensity' you refer to brightness, lightmapping will never get you a brighter color then that of the original texture. Static lightmapping doesn't have the specular aspect (as it is viewpoint-dependent), and we choose not to do overbrighting (modulate X2/X4/X in DeleD, because your final render application might not support it. If you didn't fully understand that last sentence, just stick with the first one. |
|
Back to top |
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|