Paulov
26-10-2006 15:42:20
well, as I comented in previous posts I´ve started lightmaping my buildings.
After generating the lightmaps I was geting as result in the ofusion viewport a mesh with just the lightmap. THat was because the textures where black.
more info about black textures:
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=1354
First lightmaped building. [no textures are visible]
next to this I´ve solved the black textures problem so I´ve been able to run textured buildings with lightmaps.
This last building has been Atached prior to lightmaping.
After lightmaping the material has been converted to ogre material.
After converting, the specular and ambient colors had been moved from black to white. [At least Ambient, specular, depending on the material you´re looking for]
And now you´re done.
Particularly in this testing, the estructural pillars appear without textures but 2 of them, something strange, even more if you look at the render window where it appear with all of them textured.
But does not matter, is just a test and has gone well since in the ofusion viewport the building is rendering with textures and lightmaped.
Now its obvious that it needs to be tested more seriously, so lets get our well known test tower.
Steps:
0 place a skylight
0 set "advanced lighting" in the "render scene dialog" to "Light Tracer", this will give you very fast rendering.
1 attach the mesh
2 render to texture (lightmap)
3 convert materials to ogre materials
4check results
if results are satisfactory you`re done
if not, change the ligth properties, like intensity, orientation.... and redo the litghtmap....
Ouch!! no target slot for the lightmap!!! dont worry about this, even the -self ilumination slot- does not exist anymore, the new generated lightmap will be readed as it overwrites the original one that this routed from the oFusion material. good news eh?!
Some coments:
I´ve done lightmaps with an intensity of 3, but it should vary depending on the lighting your´re looking for.
The pillars are looking too dark (black) from their inner face, thats not very realistic, I´ve tried to make them brighter by givin an Emisive to the faccade behind them, but has not work. If someone has any idea on how to solve this.... [dont want to add more lights, and light only the pillars, its quite nasty, looking something easyer...]
dark inner face of pillars
facade with emisive-->
killer test with, 80.000 polygons runint smooth.
I´ve saved the lightmaps in .tga &.dds and both of them ar too heavy in my opinion, even if they where 256x256. I´ll try with .dxt in a near future.
Also found unsatirfying that when when 2 long perpendicular planes met, a bright line is generated in the lightmap] creating and indesired effect. Anyone know how to solve this? [ appart from photoshop].
This is very clearly seen in this image, where the floor and the green doors met:
IDENTIFIED THE NEED OF THE FOLLOWING TOOLS/UTILITIES.
A box showing the framerare and the polycount. [this is already done no?, how can it be activated?]
The memory used by the textures (IMPORTANT), this is a must to tune the objets to the max.
Pablo_
After generating the lightmaps I was geting as result in the ofusion viewport a mesh with just the lightmap. THat was because the textures where black.
more info about black textures:
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=1354
First lightmaped building. [no textures are visible]
next to this I´ve solved the black textures problem so I´ve been able to run textured buildings with lightmaps.
This last building has been Atached prior to lightmaping.
After lightmaping the material has been converted to ogre material.
After converting, the specular and ambient colors had been moved from black to white. [At least Ambient, specular, depending on the material you´re looking for]
And now you´re done.
Particularly in this testing, the estructural pillars appear without textures but 2 of them, something strange, even more if you look at the render window where it appear with all of them textured.
But does not matter, is just a test and has gone well since in the ofusion viewport the building is rendering with textures and lightmaped.
Now its obvious that it needs to be tested more seriously, so lets get our well known test tower.
Steps:
0 place a skylight
0 set "advanced lighting" in the "render scene dialog" to "Light Tracer", this will give you very fast rendering.
1 attach the mesh
2 render to texture (lightmap)
3 convert materials to ogre materials
4check results
if results are satisfactory you`re done
if not, change the ligth properties, like intensity, orientation.... and redo the litghtmap....
Ouch!! no target slot for the lightmap!!! dont worry about this, even the -self ilumination slot- does not exist anymore, the new generated lightmap will be readed as it overwrites the original one that this routed from the oFusion material. good news eh?!
Some coments:
I´ve done lightmaps with an intensity of 3, but it should vary depending on the lighting your´re looking for.
The pillars are looking too dark (black) from their inner face, thats not very realistic, I´ve tried to make them brighter by givin an Emisive to the faccade behind them, but has not work. If someone has any idea on how to solve this.... [dont want to add more lights, and light only the pillars, its quite nasty, looking something easyer...]
dark inner face of pillars
facade with emisive-->
killer test with, 80.000 polygons runint smooth.
I´ve saved the lightmaps in .tga &.dds and both of them ar too heavy in my opinion, even if they where 256x256. I´ll try with .dxt in a near future.
Also found unsatirfying that when when 2 long perpendicular planes met, a bright line is generated in the lightmap] creating and indesired effect. Anyone know how to solve this? [ appart from photoshop].
This is very clearly seen in this image, where the floor and the green doors met:
IDENTIFIED THE NEED OF THE FOLLOWING TOOLS/UTILITIES.
A box showing the framerare and the polycount. [this is already done no?, how can it be activated?]
The memory used by the textures (IMPORTANT), this is a must to tune the objets to the max.
Pablo_