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PRO

 
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LEGIT
Member


Joined: 10 Mar 2005
Posts: 16
Location: Utah

PostPosted: Fri Mar 18, 2005 4:56 am    Post subject: PRO Reply with quote

[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
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Mar 18, 2005 9:42 am    Post subject: Reply with quote

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.
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Mar 18, 2005 9:48 am    Post subject: Reply with quote

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/XCool 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.
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