bandrewk Posted March 21, 2014 Share Posted March 21, 2014 Hello, I am receiving incorrect lighting on CSG: Moving towards the incorrect lightning: This also occurs inside the editor. To reproduce simple build a house or something. I included a test prefab. Thank you. corridor.zip Quote Link to comment Share on other sites More sharing options...
Josh Posted March 21, 2014 Share Posted March 21, 2014 Is light shining through walls a certain distance away? 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...
bandrewk Posted March 21, 2014 Author Share Posted March 21, 2014 Yes Quote Link to comment Share on other sites More sharing options...
Josh Posted March 21, 2014 Share Posted March 21, 2014 That's normal for cascaded shadow maps. They can only cover so much distance. If you turn the light quality settings up, the shadows will use more stages. You can do this with the World:SetLightQuality() command (give it 0, 1, or 2). This can also be set in the editor options (but that setting does not affect your game). 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...
Josh Posted March 21, 2014 Share Posted March 21, 2014 If you want to hack it, just set DirectionalLight->shadowstagerange[3] to a value higher than 80. 1 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...
YouGroove Posted March 21, 2014 Share Posted March 21, 2014 Lightmapping or aonther modern solution would have been the key for all these shadow problems. Perhas Lightmapping will be back ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted March 21, 2014 Share Posted March 21, 2014 Lightmapping is not modern. It is terrible. It will never come back. And now that the engine is faster, we can all be happy. Moving this topic to requests, because it is a request, indirectly. And a good one. 1 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...
Christian Clavet Posted March 21, 2014 Share Posted March 21, 2014 Hi, Josh! Lightmapping is not modern. It is terrible. It will never come back. Ok, Thats is clear. Lightmapping had some quality to it that would be needed for realism. But, If you say it will never come back you have a solution to give equivalent quality of lightmaps. What you you propose for indirect lighting (bounced light)? To my knowledge, lightmapping was the only way to have those. The only "newer" technique that seem to do that in real time is " " but the hardware is not powerful enough to have a clean render. Is there already something in current renderer that does that? If we can simulate the "cornell" box scene with Leadwerks 3.1. Then I'll be really happy. If not, we have to find a solution to have indirect lighting... 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted March 22, 2014 Share Posted March 22, 2014 I actually do have a plan for that. I already know it works. It's ingeniously simple. 1 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...
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