How does it work to make more defined shadows? Does it affect performance in some way? I know it affects compile times, but I was wondering about the other.
Also, how sharp can they get?
Another issue is, can we make a sort of sunray/spotlight cone visible, as in those that come in from windows and such?
Thank you!
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Defined shadows and sun rays
#2
Posted 18 June 2014 - 02:22 PM
1) I'm no expert, but I max out -samples and -bounce (128 and 99) and use -samplesize 1 and -compensate 0 to get good results
2) No
3) Very sharp if you bake them into the texture:
4) With a proper shader and texture, yes, check out uptown street lights effect
2) No
3) Very sharp if you bake them into the texture:
4) With a proper shader and texture, yes, check out uptown street lights effect
#3
Posted 18 June 2014 - 02:27 PM
Q3 engine only handle 128x128 lightmap; to break this, try this shader:
textures/my_dir/my_texture_hi_res_lightmap
{
q3map_lightmapSize 1024 1024
q3map_lightmapsamplesize 16
q3map_lightmapBrightness 2.0
{
tcgen lightmap
map $lightmap
rgbGen identity
}
{
map textures/my_dir/my_texture.jpg
blendFunc filter
}
}
after try this key for worldspawn:
_lightmapscale .5 or
_lightmapscale .25 or
_lighmapscale .125 or
_lightmapscale .0625 (huge compile time)
textures/my_dir/my_texture_hi_res_lightmap
{
q3map_lightmapSize 1024 1024
q3map_lightmapsamplesize 16
q3map_lightmapBrightness 2.0
{
tcgen lightmap
map $lightmap
rgbGen identity
}
{
map textures/my_dir/my_texture.jpg
blendFunc filter
}
}
after try this key for worldspawn:
_lightmapscale .5 or
_lightmapscale .25 or
_lighmapscale .125 or
_lightmapscale .0625 (huge compile time)
This post has been edited by ottone: 18 June 2014 - 04:47 PM
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