werner.poetzelberger Posted March 3, 2016 Share Posted March 3, 2016 I was testing the 'lightmap' feature for a standard material and experience this behavior: It seems that the lightmap replaces the ambient light (from the scattering), at least the Gamma Value is turned to 1.If turned to 0 then the ambient still works but the lightmap renders obsolete and flickering appears. This seems to be strange behavior. Images attached: One image with a test lightmap, black and white spots. and single images as well (for better magnification) Best.w. Link to comment
cryunreal Posted March 3, 2016 Share Posted March 3, 2016 Hi! It is right, lightmap should contain environment light already. Gamma slider it is lightmap = pow (lightmap, 1.0 - 2.2); It is correct behavior. Link to comment
werner.poetzelberger Posted March 3, 2016 Author Share Posted March 3, 2016 I c. Could this come with an option to use environment? So If I would use a lightmap in a way I want to do nightlights I would use the detail map rather than the light map.(?) But there is no add functionality. Best.w. Link to comment
cryunreal Posted March 3, 2016 Share Posted March 3, 2016 Yes, lightmap for nightlights is good idea. We will try to add this functionality.) Link to comment
werner.poetzelberger Posted March 4, 2016 Author Share Posted March 4, 2016 Hi. Did the lightmap in 2.0 alpha work in the same way? I guess it did. We were using our own shader for our night lighting and it showed a very nice behavior. In the end, we want to do the same thing, we have a 24h scene and during the night hours lights are turned on. So if you have a scene which is at dusk/dawn, and the lights turn on, I dont want the whole lighting to change, but the lights to be added to the present shading.Like you turn on a light, which illuminates the objects. So all values should added. We used 16 bit / channel textures to avoid get banding. By add i meant that for the detail material there are functions multiply, overlay but no add. If that makes sense. pls see. image. Cheers Link to comment
werner.poetzelberger Posted March 4, 2016 Author Share Posted March 4, 2016 We could 'abuse' the Emmision slot for that. This is working as desired. ;) Link to comment
silent Posted March 4, 2016 Share Posted March 4, 2016 Hi Werner, So the original issue is solved? :) How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted March 4, 2016 Author Share Posted March 4, 2016 Naja, lets say as CryUnreal mentioned that this is standard behavior, you can call it as solved. In a sense it is not really solved, because I think, that a lightmap shouldnt exclude the ambient light. (or for our use it is not the best thing)- But either we take the emmissive slot or we write an own shader. merci. werner Link to comment
silent Posted March 6, 2016 Share Posted March 6, 2016 Hi Werner, Emission will have two options in 2.2 stable release: Luminosity (works like regular emission) and Illuminance (will lit the diffuse). Hope it will be enough :) Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
paralyzah Posted March 11, 2016 Share Posted March 11, 2016 feature has been modifiednow, lightmap can work in 2 modes:1. without environment2. with environmentthis options is selectable in separate combo-box Link to comment
werner.poetzelberger Posted March 11, 2016 Author Share Posted March 11, 2016 Cheers! Link to comment
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