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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Jan 11, 2006 7:04 pm Post subject: Lightmapper no longer triangulates scenes (DeleD 1.4) |
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Hi guys,
Just to let you know that we are working on 1.4 (quite hard actually), I thought this might be a nice moment to announce that from DeleD 1.4 onwards, the Lightmapper will not triangulate the scene anymore. In other words, you can just conveniently continue working on your scene after lighting it.
Screenshot of the new lightmapper in action:
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Jan 11, 2006 7:20 pm Post subject: |
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What happens on an odd shaped polygon. Say the tip of a cylinder, or a star shaped thin that was drawn. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Jan 11, 2006 8:28 pm Post subject: |
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If they are convex polygons, nothing special. If they are non-convex polygons (a star???), nothing special either (in theory some texture space would be wasted), but the rest of the DeleD functionality wont take that too well and has hopefully triangulated it by then But back on topic, there are no 'special cases'. The lightmapper simply doesn't touch the geometry. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed Jan 11, 2006 10:08 pm Post subject: |
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Well, besides that the lightmapper isnt triangulating the scene anymore, has something different changed? Performance, quality, accuracy, new functions...?
And i see that the edges are more darker and sharper then before. Is this also an new feature?
wfg, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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The Anaconda Member
Joined: 06 Nov 2005 Posts: 2 Location: Salt Lake City, Utah
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Posted: Thu Jan 12, 2006 12:37 am Post subject: |
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yay good to hear it! last time i was working seriously on a scene I forgot about that, and was looking at a mess after I did a test lightmap halfway through >_>
(of course then I went to redo that part of the scene in Lightwave so I could do more detail and then export and import that into DeleD and I had to format and reinstall windows and the only thing I forgot to back up was the work I was doing in Lightwave >_> <_< )
and Ive got a new job now (after being unemployed for 8 months) so I can buy DeleD soon too _________________
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Thu Jan 12, 2006 3:48 am Post subject: |
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gret news!
2006 looks promising! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Jan 12, 2006 6:15 am Post subject: |
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Quote: |
Well, besides that the lightmapper isnt triangulating the scene anymore, has something different changed? Performance, quality, accuracy, new functions...? |
Nope. The 1.4 release is not about lightmapper improvements, we just threw this one in as something extra.
Please explain that remark about the 'edges being darker and sharper', because I really don't see that in the image? Are you referring to the black lines? Those are just the selection lines (my selection color is black) I used to show how the polygons are not triangulated. This is simply how they look when you use the screenshot system with supersampling turned on. |
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Thu Jan 12, 2006 10:08 pm Post subject: |
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Very nice. One question, does this new update fix the artifact problem displayed below?
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Fri Jan 13, 2006 1:47 am Post subject: |
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This is fantastic. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Jan 13, 2006 6:34 am Post subject: |
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Thanks for all the positive feedback guys
Hpesoj: Artifacts like the one in your image are caused by 'bad' mapping schemes (direction and possibly resolution of mapping changes over each triangle thus causing all sorts of discontinuities), which will be one of the main concerns at the next real lightmapper rewrite. The current (tiny) rewrite had a different goal: getting rid of the irreversible character of lightmapping (1.4 also offers the possibility to completely strip all lightmaps from the scene). However, as a nice side-effect :
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Fri Jan 13, 2006 7:26 pm Post subject: |
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So, artifacts won't appear unless you have specifically modelled your scene in enlongated triangles. Yay! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Jan 13, 2006 8:47 pm Post subject: |
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Yeah, hadn't realized that myself until you brought it up! |
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kaylon Member
Joined: 20 Feb 2006 Posts: 45 Location: Dundee
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Posted: Sat Feb 25, 2006 8:12 am Post subject: |
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I can't wait for 1.4 for this reason alone....
I Don't ever want to light anything currently as the forced triangulation really kills a scene ...
K _________________ I'm an Artist...It's my job to ask programmers for things that make my life easier. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Feb 25, 2006 10:39 am Post subject: |
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kaylon wrote: |
I can't wait for 1.4 for this reason alone....
I Don't ever want to light anything currently as the forced triangulation really kills a scene ...
K |
1.4 will be great. More lowpolygon routines, better lightmapping etc etc... just need time to fix a few final bugs and write better documentation.
Btw, a normal pipeline would involve creating your geometry first, then UV map, then lighmap. Changing the geometry after UV/lightmapping is usually a "bad thing" but, as we want DeleD to be as flexible as possible, we will make sure that it is possible to do so (in other words, no more triangulation when lightmapping ). |
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kaylon Member
Joined: 20 Feb 2006 Posts: 45 Location: Dundee
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Posted: Sat Feb 25, 2006 12:57 pm Post subject: |
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My pipeline involves continual lighing and construction...construction and lighting...and repeat...I will make some geometry and light the scene..I will do this for most new geometry...and then I will balance the level at the end. This is the only way to get a well lit level.
Having lights in visual groups or sets is also a must...so you can turn individual groups off and speed up lightmapping if you are only testing and setting up one section of the level.
K _________________ I'm an Artist...It's my job to ask programmers for things that make my life easier. |
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