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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sat Feb 25, 2006 1:18 pm Post subject: |
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Actually, you can just pick some lights and render the lightmaps only of that selection.
Wfr, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Feb 25, 2006 7:14 pm Post subject: |
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Jeroen wrote: |
Btw, a normal pipeline would involve creating your geometry first, then UV map, then lighmap. |
*BS Alarm goes off*
But this is improving. _________________
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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 8:36 pm Post subject: |
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Hehe, I know you disagree VD. |
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kaylon Member
Joined: 20 Feb 2006 Posts: 45 Location: Dundee
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Posted: Sat Feb 25, 2006 8:43 pm Post subject: |
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Think you need to look at your pipeline Jeroen ... as you never...ever leave lighting till last...it's most important that the lighting evolves as you make and design your levels and worlds
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 9:52 pm Post subject: |
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Oh sure, I believe that immediately. I just meant that you never, ever change your geometry and then leave your lightmaps as they were. That's why, in the end, you will have done your geometry first, then UV mapped, then lightmapped. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Feb 25, 2006 10:45 pm Post subject: |
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Jeroen wrote: |
Oh sure, I believe that immediately. I just meant that you never, ever change your geometry and then leave your lightmaps as they were. That's why, in the end, you will have done your geometry first, then UV mapped, then lightmapped. |
Only the final lightmap is created last.
Also, there is a use for lightmapping something and then keeping it after an edit. You can lightmap one object, and then copy and paste it around, and use the same lightmap on all of them, saving space.
If every window on a 20 storey building gets the same lightjob, there is no reaosn not to copy and paste 1 that is lit instead of using up a whole new lightmap image for these windows. _________________
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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 11:38 pm Post subject: |
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Vampyre_Dark wrote: |
Only the final lightmap is created last.
Also, there is a use for lightmapping something and then keeping it after an edit. You can lightmap one object, and then copy and paste it around, and use the same lightmap on all of them, saving space.
If every window on a 20 storey building gets the same lightjob, there is no reaosn not to copy and paste 1 that is lit instead of using up a whole new lightmap image for these windows. |
Agreed, and a nice optimization it is. I just don't think many people will do that in the end. |
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nextdoorscat DeleD PRO user
Joined: 15 Jun 2005 Posts: 187
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Posted: Sun Feb 26, 2006 11:12 am Post subject: |
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I've done it....
Sometimes I've found it kinda necessary! |
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