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Lightmaps without extra texture
Author Text

just_in_case
Moderator
Quote
2022-11-08 07:14:01

It's been a few days dince the topic has been more discussed in the Glitched Velocity discord server.

Recently @Anrezz discovered a trick for lightmapping that doesn't produce textures for lightmaps and stores the light data in memory or maybe does some sort of vertex lighting.

on further investigations, I found that it actually changes the material type to one_texture_blend and doesn't use lightmaps as material type.
** Edit:- This part is still needs to be investigated
It also uses the Param 1 property of irredit/irrlicht properties which can be used to increase or decrease the intensity of the light.
**

since it doesn't use a second texture for the lightmaps ,it seems to be more performance efficient as there will be fewer texture calls.

however, to get better visuals it is recommended to use higher poly models.

So in order to use this trick, you guys have to use a very high value for the Resolution while calculating the lightmaps. something like "1000000" works fine most of the time.

I have tried this with different texture sizes and the trick worked the same for me. You can check that by yourself 64x64 texture size is also fine.

and that's it you don't have to do anything fancy there.

Hope this trick helps you. A huge thanks to @Anrezz for sharing this trick with the community.


Alireza
Guest
Quote
2022-11-08 10:15:47

that's great.
So can we use dynamic and lightmap for a mesh at the same time? Is my understanding correct?


Alireza
Guest
Quote
2022-11-08 12:07:03

Also
I think if you add one item to this trick it will be better.
If we uncheck the "ambient light" option and instead increase the number of lights, we will have more beautiful and better lighting. You can try it


alireza
Guest
Quote
2022-11-08 12:22:46

compare this two screenshot:

🔎︎


..'

[img]https://s6.uupload.ir/files/withoutambientlights_l5fl.jpg[/img]


alireza
Guest
Quote
2022-11-08 12:24:12

🔎︎



Guest
Guest
Quote
2022-11-08 16:54:35

I tried change it back to dynamic. The dark part of the texture not affected by dynamic lighting, but the non shadow part does


Robo
Guest
Quote
2022-11-10 10:45:21

I tried it but wasn't able to smoothly change the amount of lightmapping with Param1...did I miss something..?

I get black sections that show up instead when I change the Param1 setting


Guest
Guest
Quote
2022-11-10 13:05:34

You just need to change the last number of the Param1, and should only increase or decrease 1 or 2. For exp xxxx7 to xxxx8


just_in_case
Moderator
Quote
2022-11-11 10:41:41

@Robo yeah, Actually, I didn't investigate it properly due to lack of access to my PC. So the above post has some misinformation, "Param1", doesn't control the light intensity.
I am still not sure what it actually does. As it tends to control the transparency and other color-related properties for the same.
So it always produce weird results with the values.
Sometime it feels like it is changing the intensity of the light, sometime it looks like as it it is changing the transparency while sometime it actually converts the object behind to a negative color. So right now it is hard to tell what exactly the "Param1" does there.


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