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Baked shadows and entity lighting
#206828
05/15/08 21:58
05/15/08 21:58
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Joined: Jul 2005
Posts: 366
eleroux
OP
Senior Member
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OP
Senior Member
Joined: Jul 2005
Posts: 366
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Hi! These are my first experiences with shadow and texture baking in Blender. I'm doing fine so far. Shadow baking is great because you can get a more sophisticated shading than with A7 compiler, but I can find some problems right away. For instance, 3dgs does an excellent job by lighting the entities after the shadowmap/lightmap on the floor it stands ((in A7 this has noble name of PRV - Precomputed radiance Volumes. Every entity gets its radiance color value from the nearest radiance plane below its origin) as in this picture: Question is, how can I have something like PRV with generated shadows in meshes? as to avoid this: I know there are people with years of experience baking shadows. Any solution you care to share? Or... maybe the engine supports some kind of separated lightmap for imported geometry? Thanks! Emilio
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Re: Baked shadows and entity lighting
[Re: eleroux]
#206907
05/16/08 13:18
05/16/08 13:18
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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What's wrong with using the c_trace? You are tracing to handle the gravity anyway! If your entity is above an entity the trace returns "you" for the entity. Maybe I'm wrong, but I would write something like this after the trace instruction: if(you != 0) { my.ambient = you.ambient; } From the manual: " you If the obstacle was an entity, the you pointer is set to that entity; otherwise it's set to NULL " online manual
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Re: Baked shadows and entity lighting
[Re: Pappenheimer]
#207295
05/18/08 23:37
05/18/08 23:37
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Joined: Jul 2005
Posts: 366
eleroux
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Joined: Jul 2005
Posts: 366
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Yeah, the character is standing on a dark BAKED shadow. I don't think it should be correct to read the texture color in this case. A dark or light floor doesn't necessarily mean a light or a shadow. Unless I take the next c_trace, making sure it's a block and not arbitrary geometry (can this be done?). But even if it's possible, I'd have to reproduce the lights using blocks in WED. I have heard of a second set of uv coordinates in MED, and soon in the engine. I wonder what can be done with them. EDIT: I should have read the beta log more carefully: (X) MEDB now supports a second UV set on skins, for special purposes such as shadow mapping. The second UV set is also stored in the MDL7 file, but not yet used by the engine.
I assume a solution is underway.
Last edited by eleroux; 05/18/08 23:47.
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