Thread: [Algorithms] LightMaps
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From: <SHA...@ao...> - 2000-08-16 20:16:09
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Hi, I want to introduce static light maps, is there any utility out there which will precompute the lightmap textures out there if I give it a bunch of lights and triangles to play with? Also, is it necessary for every tri to have it's own lightmap texture or is it better to just stick to a few basic lightmaps and put them all into one texture? Regards, John. |
From: Akbar A. <sye...@ea...> - 2000-08-18 04:09:47
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http://www.lightscape.com/ some people have said they have had problems with this. you could right your own radiosity util. lightmap res is usually much lower. peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of SHA...@ao... Sent: Wednesday, August 16, 2000 3:16 PM To: alg...@3d... Subject: [Algorithms] LightMaps Hi, I want to introduce static light maps, is there any utility out there which will precompute the lightmap textures out there if I give it a bunch of lights and triangles to play with? Also, is it necessary for every tri to have it's own lightmap texture or is it better to just stick to a few basic lightmaps and put them all into one texture? Regards, John. _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Pierre T. <p.t...@wa...> - 2000-08-18 14:15:52
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I'm also planning to add a little lightmapper in Flexporter, so that you can get a lightmapped scene out of MAX in just one click. But for the moment I have some difficulties with the bilinear filtering, which creates those nasty lines between triangles. Yeah, I'm really not the lightmap expert :) The best way to wipe them out would be to use a planar-mapping approach to compute the UVs, but I used the strips approach we discussed before - read the last threads again. I could also tweak the UVs a bit, but it would destroy all the benefits of strips. Hence, I think I must rewrite the whole thing using a planar mapping approach, as most people seem to do. But I still don't know how to handle weird cases such as the torus one we already talked about. All in all, if someone knows where I could find decent lightmapping code, just tell me. This is really not something exciting to write. And since this is really not the first time someone ask that question, I actually wonder why there isn't a standard lightmapping solution we could all use instead of individually rewriting the same boring code ? Maybe there are some issues I can't think of, duno... Pierre ----- Original Message ----- From: Akbar A. <sye...@ea...> To: <gda...@li...> Sent: Friday, August 18, 2000 6:07 AM Subject: RE: [Algorithms] LightMaps > http://www.lightscape.com/ > some people have said they have had problems with this. > you could right your own radiosity util. > lightmap res is usually much lower. > > > peace. > akbar A. > > "We want technology for the sake of the story, not for its own sake. When > you look back, say 10 years from now, current technology will seem quaint" > Pixars' Edwin Catmull. > > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > SHA...@ao... > Sent: Wednesday, August 16, 2000 3:16 PM > To: alg...@3d... > Subject: [Algorithms] LightMaps > > > Hi, > > I want to introduce static light maps, is there any utility out there which > will precompute the lightmap textures out there if I give it a bunch of > lights and triangles to play with? > > Also, is it necessary for every tri to have it's own lightmap texture or is > it better to just stick to a few basic lightmaps and put them all into one > texture? > > Regards, > > John. > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Jaimi M. <ja...@al...> - 2000-08-18 04:39:11
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Just write your own lighting, either radiosity or direct lighting (both usually look fine with tweaking). Usually it's best to make your lightmaps really small - the bilinear filtering will smooth it out quite nicely - so you can pack many of them into a lower number of texture pages. Try to group them together in the order you'll end up rendering them, so you have a minimum of texture changes. We've talked about this at least 8000 times on this list, you may want to check the archives if you need more info. Jaimi -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of SHA...@ao... Sent: Wednesday, August 16, 2000 3:16 PM To: alg...@3d... Subject: [Algorithms] LightMaps Hi, I want to introduce static light maps, is there any utility out there which will precompute the lightmap textures out there if I give it a bunch of lights and triangles to play with? Also, is it necessary for every tri to have it's own lightmap texture or is it better to just stick to a few basic lightmaps and put them all into one texture? Regards, John. _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |