syedhs
14-08-2007 08:57:37
The night highway scene is rendered nice in Ofusion Viewport with
1) All lights from highway lamps light up the road properly.
2) All other objects scene are almost dark (but still viewable)
But the problem is when I launched the same scene into my own Ogre application, all the lightmapped light on the road is gone. The result is almost total blackness.
So the questions:-
1) What are the specific setup for Ofusion Viewport to show the objects ie all lighting properties, scene manager so that I can see the differences. Probably matching the differences can lead to the solution.
2) What could the problem?
I attached here the scene from Ofusion Viewport. The other one is maybe not needed as it is almost of total darkness (no light)
syedhs
14-08-2007 10:39:36
Ah it is always me answering my own question.
I programmatically set off lighting to all materials and it seems to be the cure. And dont forget to iterate thru all of the subentities' materials.
Edit: Which brings me to another question: it seems that Ofusion Viewport has lighting off by default? Is it so.. and why?
Okay thanks.
Lioric
14-08-2007 15:33:26
All lights added to the scene uses the same options as max, each light depends on its settings
If you mean why you need to add a light to scene to view the objects, then its because that is how the scenes needs to be made (you need light to view objects, as in real world), max uses an internal multiple light setup (hidden lights) when there are no users lights added (that is why you see objects in max viewports even with not lights added in the scene), if this behavior is used, then several users will ask why their scenes are not displayed in their applications as in the preview viewport (ogre needs at least a light to display the objects)
syedhs
14-08-2007 16:26:21
I am sorry for not making myself clear.
What I mean is it seems to me that as if lighting effect is off for all materials in Ofusion viewport. In other word, every single pass for all materials has "lighting=false" because when I disable lighting in my Ogre app then the scene is similar to Ofusion.
I have another problem as a result of turning off the lighting. Because that simply means dynamic lighting is not done so if let say I am driving vehicle in the night, the road remains unlit because all the materials are not affected by light. I haven't tried, but I think that is what is going to be.
er, you just turn up emissive so your lightmapped materials are fullbright (like the road), then it doesn't get any dynamic lighting from the streetlights but your vehicles still can.
syedhs
14-08-2007 21:23:12
That is a good suggestion Evak, but what I am trying to say are these:-
1) Ofusion Viewport is nice as it provide WYSIWYG - but what is the lighting setting used by Ofusion to render such scene? Why do we need artist to tweak the material in 3dsmax so that the Ofusion preview looks what you need but the end application cant match those scenes? There is a loss in 'translation' there.
2) So I find out that turning off lighting provides similar (at least to my untrained eyes
) scene to Ofusion's, but that raise another issue as highlighted in my previous posting.
were using the scene loader to load the OSM scenes and they do seem to come out the same las the ofusion viewport once you set the correct shadow technnique in your app.
You have to tell your app to use Ofusions own scene manager that the Scene loader creates for you. If you create your own scene manager some things don't turn out quite the same unless you hand code the parameters you want to use.
If your using more than one OSM in your scene the shadow settings can come out not as you expected which can effect how the lighting looks too.
We ended up manualy coding the shadow technique, since ofusion didn't seem to get the info from the OSM, it did read the correct shadow settings however.
Thats been our findings anyway.
I'm using Ofusion Pro, if your using CE I guess it might be different somehow.
PS. I havent checked lately, but not so long ago direct lights were broken and flipped on one axis. So direct lights would have the direction mirrored. Don't know if this problem is still there.
syedhs
15-08-2007 12:58:44
My artist is using Ofusion Pro, although I myself only use CE for testing purposes
Evak, your post got me thinking and maybe, I can get it tested in the 'official' Ofusion viewer.