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[SOLVED] Lightmap Gamma and Scale


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Posted

I was testing the 'lightmap' feature for a standard material and experience this behavior:

 

It seems that the lightmap replaces the ambient light (from the scattering), at least the Gamma Value is turned to 1.
If turned to 0 then the ambient still works but the lightmap renders obsolete and flickering appears.

 

This seems to be strange behavior.

 

Images attached:

One image with a test lightmap, black and white spots. and single images as well (for better magnification)

 

Best.w.

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Posted

Hi!

It is right, lightmap should contain environment light already.

Gamma slider it is lightmap = pow (lightmap, 1.0 - 2.2);

It is correct behavior.

Posted

I c. 

Could this come with an option to use environment?

 

So If I would use a lightmap in a way I want to do nightlights I would use the detail map rather than the light map.(?) But there is no add functionality.

 

Best.w.
 

Posted

Yes, lightmap for nightlights is good idea. We will try to add this functionality.)

Posted

Hi.

Did the lightmap in 2.0 alpha work in the same way? I guess it did.

 

We were using our own shader for our night lighting and it showed a very nice behavior.

 

In the end, we want to do the same thing, we have a 24h scene and during the night hours lights are turned on.

 

So if you have a scene which is at dusk/dawn, and the lights turn on, I dont want the whole lighting to change, but the lights to be added to the present shading.
Like you turn on a light, which illuminates the objects. So all values should added.

 

We used 16 bit / channel textures to avoid get banding.

 

By add i meant that for the detail material there are functions multiply, overlay but no add. If that makes sense.

 

pls see. image.

 

Cheers

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Posted

We could 'abuse' the Emmision slot for that.

This is working as desired.

 

;)

Posted

Naja, lets say as CryUnreal mentioned that this is standard behavior, you can call it as solved.

 

In a sense it is not really solved, because I think, that a lightmap shouldnt exclude the ambient light. (or for our use it is not the best thing)-

But either we take the emmissive slot or we write an own shader.

 

merci.

werner

Posted

Hi Werner,

Emission will have two options in 2.2 stable release: Luminosity (works like regular emission) and Illuminance (will lit the diffuse). Hope it will be enough :)

 

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

feature has been modified
now, lightmap can work in 2 modes:
1. without environment
2. with environment
this options is selectable in separate combo-box

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