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single pass lightmaps+dynamic
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[quote][b][/b] wrote: Didn't work as you are saying or claiming, or maybe you are confusing yourself, or didn't understand the idea of what people generally wants to do when they say Dynamic light+lightmaps. They want the dynamic light to lit the shaded area, which means the area that was darkened by the lightmaps when they calculate it. Not the area that is brighter. It is already know to the community on how to use dynamic lighting with them, all you need is simply turn on the dynamic lighting and use any of the lightmapped material type if you are using texture. If you using vertex based lighmaps, then that part can be skipped and you can any type of material. and upon changing light from static to dynamic to prevent yourself from loosing lightmap texture, you can either use my plugin that save the lightmap texture to disk, or simply copy the lightmap texture path which is something like "internal_lightmap1" and upon changing light type paste it in the second texture slot. The example that you shared doesn't seems to do that, and doesn't work. [quote][b]Coppernoob[/b] wrote: It is darker in the dark area's than using double mesh, but maybe it will help someone out :)[/quote] It is darker because dynamic lights are not affecting that area at all. You might be seeing slight color there, because of the lightmaps, try creating a cube at (0,0,0) and a point light at (20,0,0) and then calculate the lightmaps, and you will notice that there will be only one face lit of the cubemesh, and the other area will remain unaffected even when lighting is on. Here is a video I uploaded some time ago on YouTube, that shows the double geometry you will notice, that when I was showcasing the video, I was already doing the thing that you showcased, but they were not lighting the darker area, that is why double geometry method needed to be used, which enables the darker areas to be lit by the lights as well. Here is the video tutorial, if you are interested. [url]https://youtu.be/0He9746-l7Q[/url] However, the lightmaps that get generated with one_texture blend or vertex-colored lightmaps, will be able to work with my lighting shaders, so you can use the lightmaps with my custom light shader if you want to have shadings of dark area and light area.[/quote]
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