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single pass lightmaps+dynamic

Coppernoob
Guest
Quote
2023-04-26 23:32:32

This may be well known and posted many times. lol
I was messing around with the texture modes in Irredit properties.

you can do both static and dynamic lights without doing the fake multi_pass render (doubling geometry)
this does not look quite as good as something that's in a dark shadow stays very dark.

First lightmap a scene , make sure the texture resolution and lightmap resolution is different so that CC doesn't do single texture blend.
then in the IRRedit properties set the texture mode to lightmap_light, Lightmap_light_m2 or Lightmap_light_m4
I couldn't really see a difference in them, even though you would think m2 would be multiplyx2 and m4 would be multiplyx4.


after setting that, make sure Lighting is checked in the properties and it will light with dynamic as well as static without having to double geometry.

It is darker in the dark area's than using double mesh, but maybe it will help someone out :)


Sam


Guest
Guest
Quote
2023-04-28 15:51:43

It doesn't work

Why do you mean by "make sure Lighting is checked in the properties"? I don't understand this part...


j9907
Guest
Quote
2023-04-28 17:43:09

irrEdit properties


Aiming_bullets
Guest
Quote
2023-04-29 12:21:21

Doesn't work at all, followed the instructions but no lightmaps with dynamic lighting.


Guest
Guest
Quote
2023-04-29 12:52:31

Yup, it is not working for me either.


Coppernoob
Guest
Quote
2023-04-30 05:33:09

yeah check the lighting box in irrEdit properties

Leave lighting on static or none in the usual properties , turning on dynamic will delete the lightmaps.

Not sure why it would work for me and not anyone else.

Seems to be working with point lights and directional here just fine other than its not as bright as using double geometry.




Sam.


Coppernoob
Guest
Quote
2023-04-30 05:48:14

I'll make a quick project, Don't have anywhere to upload it. But I'll email it to someone who can if they want.


Sam


Guest
Guest
Quote
2023-04-30 06:48:45

https://www.mediafire.com/

you can try uploading there.


Coppernoob
Guest
Quote
2023-04-30 08:58:14

https://www.mediafire.com/file/pq1goxwtn590cei/static%252Bdynamic.ccb/file



hope that works


just_in_case
Moderator
Quote
2023-04-30 09:33:55

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.

Coppernoob wrote:

It is darker in the dark area's than using double mesh, but maybe it will help someone out :)


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. https://youtu.be/0He9746-l7Q

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.


Guest
Guest
Quote
2023-04-30 11:27:17

Exactly, I was trying to do the same as @just_in_case, but shared files are not able to produce the results I wanted. By the way @just_in_case, do you know of a way to do vertex painting in CopperCube?


just_in_case
Moderator
Quote
2023-04-30 18:30:10

No, vertex color can be changed, but there is no tool like with brushes and all at the moment in CC to paint the vertex with different colors. Maybe someday I will create a tool for it.


Guest
Guest
Quote
2023-05-08 20:12:46

hie, just can you please provide a fur shader, I can pay you if you want.


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