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[REL|III-VC-SA] Prelight your map in one click

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kal-el5676
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#31

Posted 01 May 2009 - 04:27 AM

anyone elses go bout 25% then freeze? how long is this suppose to take?

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#32

Posted 01 May 2009 - 04:45 AM

QUOTE (kal-el5676 @ May 1 2009, 01:27)
anyone elses go bout 25% then freeze? how long is this suppose to take?

Thats weird, it just takes a few minutes or me, and it works perfectly.

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#33

Posted 01 May 2009 - 04:47 AM

it did work, it just stood still for like a good 4 or 5 mins. bout to test er out now wink.gif

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#34

Posted 27 June 2009 - 06:00 AM

I don't know, did I do something wrong? It seems too bright in this solution (pavement texture on test shapes, varying polycount and densities per unit):

user posted image

ParoXum
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#35

Posted 27 June 2009 - 07:25 AM

Can you tell us what are you trying to achieve in this pic ?

Also what were the settings for exposure control pls.

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#36

Posted 27 June 2009 - 09:25 AM Edited by supermortalhuman, 27 June 2009 - 09:31 AM.

Hey ParoX, I just want to light with the solution and see how it looks on a few shapes and near one another. I didn't look at the exposure - I just went for the simplicity offered in the package, it's awesome to have everything setup, but it's so bright. I thought it might be my time cyc, no dice. Put an original in, looks the same. It's all using the same texture because I want to see the light, and only that, but not just on white models. It's probably exposure, what should exposure be? Is my testing a bad way to test? I applied vertex colors after I ran the solution, I wondered if maybe that doubled the effects (it looks washed like that, but in max all the vertex basically look right one by one, and it should just use my radiosity and not be already applied?) These are convex objects, not concave, if it matters?

Also, camera is facing +y/north there - it seems like light is where it shouldn't be as well, but really, I just followed the steps as simple as possible. Only thing lit in the scene is that blob of objects, the rest is unlit.

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#37

Posted 27 June 2009 - 12:26 PM

Is the texture used white by purpose ?

Puma06111991
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#38

Posted 27 June 2009 - 02:35 PM

Erm.. I don't really get this. You say I must merge my crap into the scene, start rendering the radiosity crap and assign vertex colors. Shouldn't I delete the other crap first like the camera, boxes etc.?

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#39

Posted 27 June 2009 - 02:38 PM

That's common sense. orly.gif

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#40

Posted 27 June 2009 - 04:08 PM

tounge.gif Okay. I just put this tutorial online and I thought that my tutorial could be very helpful when the prelighting seems to fail and the model still turns out dark ingame (because the diffuse colours could be dark). Especially SU-users could think that your method doesn't work because of that (me too first).

Linky

kal-el5676
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#41

Posted 27 June 2009 - 07:06 PM

i've played with this a few times and it doesnt really seem to make a diff. i dunno, maybe i am doing something wrong since i'm a sketchuper too. any sketchupers out there use this frequently with results? got any advice?

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#42

Posted 27 June 2009 - 07:38 PM

QUOTE (ParoXum @ Jun 27 2009, 12:26)
Is the texture used white by purpose ?

No, actually they are the same texture as the pavement on the roads. I just used that because I could tile/face map it and easily see the different faces (from closer, of course)

I saw puma mention diffuse - I did lighting only, no diffuse, and did not do a night channel.

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#43

Posted 27 June 2009 - 08:13 PM

supermortalhuman: Try with flag 1 at the end of your IDE entries. And when you assign VC, assign like this :

user posted image

I just added this guide to the first post to help beginners with it.

Puma: Read here

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#44

Posted 27 June 2009 - 10:35 PM Edited by supermortalhuman, 28 June 2009 - 08:22 PM.

I colored by vertex and didn't use diffuse tounge.gif

I'll try the flag one (1 - Wet Effect?) and see what happens for fun, will try the solution again with the marked changes, thanks man it's a real help.

Made it look better, but still might end up a lot better as the screen not lit by surfaces but vertex instead, but
user posted image

It's the same lighting, I didn't run it again yet, screen is just with the flag: Why did the wet effect flag change the light to softer, less bright? Will lighting by face mean I need to be more careful about how my models will triangulate?

And why are we using diffuse too? For color bouncing?

Stumped?..

ParoXum
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#45

Posted 30 June 2009 - 09:09 AM

QUOTE
It's the same lighting, I didn't run it again yet, screen is just with the flag: Why did the wet effect flag change the light to softer, less bright?


The wet effect flag isnt what it's called right on GTAModding Wikis. It is in fact the flag that tell the game wether it has to double the vertex color values on the models or not. Which result in a darker prelight when you put flag 1.

Flag 1 : Simple Color values (more like in 3Dsmax viewport)
Flag 0 : Double Color values (less shadowing)

QUOTE
Will lighting by face mean I need to be more careful about how my models will triangulate?


No, when you lit by face, the modeller assign vertex colors using the objects smoothing groups. It means that when there's a hard edge on your mesh, it will be kept in the prelight. Giving you more details and sharpness in your prelight. Also lit by face is better to ensure lower polygoned models will still have sharp shadowing while vertex cannot achieve that.

When you lit by vertex, the modeller just stores one averaged value by vertex, which can explains why the shadows/diffuse parts gets smoothed like in your screenshot, when you watch the bottom on the boxes.

QUOTE
And why are we using diffuse too? For color bouncing?


Yes. If you select lighting only you will only store illumination. Using diffuse you get the full shadowing/color bouncing you could see by rendering.

In general follow the preset I shown on the previous post picture and it'll render fine with all your mesh details.

supermortalhuman
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#46

Posted 30 June 2009 - 09:44 AM

All very clear now, thank you for the detailed explanations. So it is good to know lighting by face will combat the values averaging between definition in the geometry, I was worried I will need to do a lot of editing to my meshes (ones that are more than boxes) to achieve a good lighting.

Thanks again ParoXum smile.gif

kal-el5676
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#47

Posted 13 October 2009 - 10:45 PM

ok, so i merge, delete the boxes and such (is that also the daylight lamp?) and i go to reset, but its greyed out. so i hit start anyways, then i can reset it and do it again. but then it says the radiosity solution is invalid and no defferance is made.

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#48

Posted 14 October 2009 - 07:54 AM

"(is that also the daylight lamp?)"

Of course don't delete the light-source if you want the scene to be lit..

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#49

Posted 14 October 2009 - 09:25 PM

i didnt think so. any ideas on why its greyed out? the reset button i mean.

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#50

Posted 15 October 2009 - 08:37 AM

It's not important in the begining of the process. It's because the solution is invalid or not baked.

kal-el5676
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#51

Posted 15 October 2009 - 08:40 AM

ok, so i merge, delete the boxes, go to radiosity, and your supposed to hit reset but mines greyed out. u can hit start like i said and it goes through the process. then after its done in the small script window on the bottom left it says solution is invalid.

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#52

Posted 06 December 2009 - 10:52 AM

Sorry for the bump, but the download links seem to be dead.

kal-el5676
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#53

Posted 06 December 2009 - 10:55 AM

Yo. Here.

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#54

Posted 11 January 2011 - 07:21 PM

This should be pinned. I allways have a hard time looking for the topic.




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