karmacomposer Posted January 8, 2013 Share Posted January 8, 2013 I'm creating 3d objects for my story/game and I noticed I could lightmap the objects and bake it in. However, is this counterproductive in Leadwerks? What do you think? Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2013 Share Posted January 8, 2013 You generally do not need to since lighting is dynamic. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ChrisMAN Posted January 8, 2013 Share Posted January 8, 2013 The only reason I would want to bake lighting in leadwerks 2 is if I didn't want something to be lit in a precise/mathematical way. I love leadwerks 2 lighting/shadows. 1 Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted January 8, 2013 Share Posted January 8, 2013 contrary to the popular concensus... lightmapping might be applicable in situations where you need to save a few cpu/gpu cycles here and there... particularly for lower specced systems... i find that adding more lights in Leadwerks does have a negative affect on framerates... also, based on what lil i can speculate from advance info and teasers, if you plan on migrating to Leadwerks 3, you might wanna keep that texture baker hot and ready for use... btw... what are you using to bake in those textures? --Mike 1 Quote Link to comment Share on other sites More sharing options...
Canardia Posted January 8, 2013 Share Posted January 8, 2013 You can bake lights also with LE2. Just render the lights only once before the main loop, or make the shadows static after the first frame. You can also render the lights only every 10 seconds with that method. 2 Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
karmacomposer Posted January 8, 2013 Author Share Posted January 8, 2013 contrary to the popular concensus... lightmapping might be applicable in situations where you need to save a few cpu/gpu cycles here and there... particularly for lower specced systems... i find that adding more lights in Leadwerks does have a negative affect on framerates... also, based on what lil i can speculate from advance info and teasers, if you plan on migrating to Leadwerks 3, you might wanna keep that texture baker hot and ready for use... btw... what are you using to bake in those textures? --Mike I have decided to dump using 3D World Studio (sorry Josh), I just could not get scaling correct and texturing was just wrong. Instead, my workflow, which I have now figured out, will be DeleD for all scene creation and the Collada exporter plugin with a scale of .05 for massive models, .03 for medium sized models and .01 for normal sized models (based on how they look inside of Leadwerks), UU3D Pro is then used for exporting to .gmf and converting all textures to .dds. This combination works perfectly for me and also scales the textures with the models. DeleD has a lightmapper built in. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Aily Posted January 9, 2013 Share Posted January 9, 2013 You can bake lights also with LE2. Just render the lights only once before the main loop, or make the shadows static after the first frame. You can also render the lights only every 10 seconds with that method. Please, can you put here a little example, how to use it in code? Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Josh Posted January 9, 2013 Share Posted January 9, 2013 Please, can you put here a little example, how to use it in code? You can't render lighting only once, because it's dependent on the camera orientation and frustum contents. You can set lights to be dynamic or static in the editor. Static lights only get updated when static geometry moves. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
karmacomposer Posted January 9, 2013 Author Share Posted January 9, 2013 You can't render lighting only once, because it's dependent on the camera orientation and frustum contents. You can set lights to be dynamic or static in the editor. Static lights only get updated when static geometry moves. Can you create rotating flashing lights like on police cars with Leadwerks lights? Would that be static or dynamic? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Josh Posted January 9, 2013 Share Posted January 9, 2013 Just use dynamic lights on everything and don't worry about it. That's the point of deferred rendering. You shouldn't really have to worry about it. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted January 10, 2013 Share Posted January 10, 2013 Let's hope LE3 will have both forward and deferred rendering, because I really miss the long shadows of forward rendering (shadow volumes). Deferred rendering is only good for small rooms, but for big areas you need forward rendering with long shadows, else your shadows just disappear after 500 units like in LE2. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
macklebee Posted January 10, 2013 Share Posted January 10, 2013 ...your shadows just disappear after 500 units like in LE2. less than that I would say... http://www.leadwerks.com/werkspace/topic/5358-terrain-shadow-bug/ Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Aily Posted January 10, 2013 Share Posted January 10, 2013 Just use dynamic lights on everything and don't worry about it. That's the point of deferred rendering. You shouldn't really have to worry about it. Thanks Quote "Better" is big enemy of "good" Link to comment Share on other sites More sharing options...
Canardia Posted January 10, 2013 Share Posted January 10, 2013 less than that I would say... http://www.leadwerks...ain-shadow-bug/ That's a bug, so it doesn't count Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
macklebee Posted January 10, 2013 Share Posted January 10, 2013 That's a bug, so it doesn't count oh its been a bug for so long i thought it was a feature by now... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Naughty Alien Posted January 12, 2013 Share Posted January 12, 2013 ..use lightmap to capture very nice radiosity and AO on static geometry..dont capture shadows in lightmap..then just utilize one directional light for everything, with same setup(position/angle/color) as u have in lightmapper, and you will have some seriously good looking scene.. 1 Quote Link to comment Share on other sites More sharing options...
Michael Betke Posted January 12, 2013 Share Posted January 12, 2013 If you need some global illumionation you wil have to bake lighting. Like in a interiour situation mostly. But thats all. Most scenes are best looking with dynamic light. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Daimour Posted January 14, 2013 Share Posted January 14, 2013 As Red October already said, dynamic light eat a lot of FPS especially for complex scene with many point light sources (we experienced that in our project). Besides, dynamic light sources have strong limitations (light radius, shadow distance etc.). Thus for best performance: - bake as much as you can - use as little light sources as possible 1 Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted January 19, 2013 Author Share Posted January 19, 2013 Can you create rotating flashing lights like on police cars with Leadwerks lights? Would that be static or dynamic? Mike Can anyone give me direction on this? It will be part of my first level, so I need to know if and how I can create rotating flashing emergency lights. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 19, 2013 Share Posted January 19, 2013 Yes you can. See Rasterbar's video here for a demo of this working in Leadwerks: As for the how I suggest you take a look at spot lights and the TurnEntity command. 1 Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
karmacomposer Posted January 21, 2013 Author Share Posted January 21, 2013 Yes you can. See Rasterbar's video here for a demo of this working in Leadwerks: As for the how I suggest you take a look at spot lights and the TurnEntity command. That is EXACTLY what I am looking for - thank you. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
YouGroove Posted February 4, 2013 Share Posted February 4, 2013 I would say it depends on what computers you target your game ? I test some Leadwerks game demo in my LapTop : - with shadows on , the frame rate is not good and you see it - shadwos off, the game runs very smooth. So if you target smalll computer , and some casual or indie games for any non powerfull PC, i recomend to go for lightmaps. Perhaps i would need to see some Leadwerks game made with LE 'static precalculated shadows' to see the difference in frame rate ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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