Lighting
I'm curious to why when I compile the level on high ,why walls that are in shadow render blue, if it was set to normal its a lot darker
The map is a large outside world then the house inside this
I'm more used to 3D rendering
I prefer the normal settingThe map is a large outside world then the house inside this
I'm more used to 3D rendering
Re: Lighting
It's hard to tell from the screenshot alone, but it looks as if moonlight from outside (which is set to have a bluish tint) casts through the window into the building.arfur9 wrote:I'm curious to why when I compile the level on high ,why walls that are in shadow render blue, if it was set to normal its a lot darker
The amount of reflection that is processed at the normal level may not be enough to cause this, but at the higher setting, it does.
You can check as follows, but be prepared that you have to do some typing blindly. In the in-game console, type:
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forceRM()
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forceRM("wireframe")
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forceRM("Textures/generic/_white")
With the CaLight quality set to high, the result should roughly look like this.
?I'm more used to 3D rendering
Best regards,
Carsten
Carsten
Re: Lighting
Ok thanks
I've noticed something strange. I seem to be getting the lightmap on the sky? scenefiles
I've noticed a problem with my door, the normal must of flipped going from C4D back to Sketchup so I'll fix that
Sorry I meant I usually do rendered images, all the games I've done in the past where 2D (rendered 3D images)
I've noticed something strange. I seem to be getting the lightmap on the sky? scenefiles
I've noticed a problem with my door, the normal must of flipped going from C4D back to Sketchup so I'll fix that
Sorry I meant I usually do rendered images, all the games I've done in the past where 2D (rendered 3D images)
Re: Lighting
Thanks for posting the scene files.
The advice with
The problem is that I cannot reproduce the lighting in your screenshot. See this image for my result after compiling your map in high quality mode: (In the inside of the building, there is no lighting from the sky at all.)
In both your and my images, it seems that the light comes from the very same direction (in the "exit direction of the door"). But in your case, it seems as if the ground is covered by some material that has lightmaps, whereas in my case it is alsoo sky, which does not have lightmaps and thus doesn't reflect any light.
In turn, as your floor reflects light, some of the reflected light enters the building through the window, causing the blue area that you see on the wall.
High quality Radiosity implementation and all that.
The advice with
forceRM("Textures/generic/_white")
was a bit problematic, because the skies look wrong in this mode while they are technically fine, so please ignore seeing lightmaps in the sky. The problem is that I cannot reproduce the lighting in your screenshot. See this image for my result after compiling your map in high quality mode: (In the inside of the building, there is no lighting from the sky at all.)
In both your and my images, it seems that the light comes from the very same direction (in the "exit direction of the door"). But in your case, it seems as if the ground is covered by some material that has lightmaps, whereas in my case it is alsoo sky, which does not have lightmaps and thus doesn't reflect any light.
In turn, as your floor reflects light, some of the reflected light enters the building through the window, causing the blue area that you see on the wall.
High quality Radiosity implementation and all that.
Best regards,
Carsten
Carsten
Re: Lighting
That makes sense, funny enough most of the scenes I've rendered in the last few years either have shadow catchers or frontal projected textures on a plane and green is a colour that bleeds (it was a terrain texture I used)
It was a lot more than I expected, I have a lot to learn about the lights
It was a lot more than I expected, I have a lot to learn about the lights
Re: Lighting
It compiles a lot faster to with the terrain texture replaced
Re: Lighting
Yes. CaLight compile time grows significantly with map size (i.e., lightmaps size).arfur9 wrote:It compiles a lot faster to with the terrain texture replaced
Something else:
Please note that I've just fixed #158. This has two effects:
- The collision model of your door works now. That also means that the door is now blocked – the player can no longer leave the house.
- The collision model of your door frame is "empty": It consists of the frame model, but has no solid brushes. As a result, it doesn't block anything. A related message ("... has no solid objects") is printed to the in-game console.
Best regards,
Carsten
Carsten
Re: Lighting
Cool my blundering about is helping lol
Collision boxes; I couldn't find much about them, so I just loaded pre made ones to see how they worked, I realized the door frame wasn't the right way, I think I did that first then the door.
I wasn't convinced to whether it was a bug or not, I thought maybe the door was to thin to be honest
Collision boxes; I couldn't find much about them, so I just loaded pre made ones to see how they worked, I realized the door frame wasn't the right way, I think I did that first then the door.
I wasn't convinced to whether it was a bug or not, I thought maybe the door was to thin to be honest
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