Page 1 of 2

Lighting Problems

PostPosted: Fri Jul 04, 2008 4:46 pm
by Dakro
Image

Can anyone explain this to me?

Re: Lighting Problems

PostPosted: Fri Jul 04, 2008 5:17 pm
by Kato
Er...what's the problem? Looks fine to me.

Cool looking Age, too :D

-Kato

Re: Lighting Problems

PostPosted: Fri Jul 04, 2008 5:23 pm
by D'Lanor
I guess that sharp line must be the problem. Are you using light groups?

That is a lot of lights btw. Wasn't there a maximum of lights Uru could handle?

Re: Lighting Problems

PostPosted: Fri Jul 04, 2008 5:36 pm
by Dakro
One, the lights, have sharp difference in how well the river is lit up.

Two, if there is a limit to lights, now would be a great time to know :D

Re: Lighting Problems

PostPosted: Fri Jul 04, 2008 5:45 pm
by Tsar Hoikas
D'Lanor wrote:Wasn't there a maximum of lights Uru could handle?


It's how many lights DirectX allows to affect each vertex. I think there's a limit of 8 or something of the such.

Re: Lighting Problems

PostPosted: Fri Jul 04, 2008 9:32 pm
by Dakro
EIGHT???

Can anyone doublecheck that?

Re: Lighting Problems

PostPosted: Fri Jul 04, 2008 9:54 pm
by Nadnerb
Yes, the 8 realtime (vertex) light limitation is the same for OpenGL and DirectX. It is a hardware/driver/API limitation, and not the fault of any particular engine. Also note that a total of 8 lights affecting a single face is MORE than sufficient in pretty much all cases. (Actually, the max light limit is implementation dependent, and may vary between various drivers)

Plasma happens to handle this rather well by applying the closest of the attached lights to any given object. (objects in plasma must have references to every light that will affect them, unreferenced lights only affect the avatar.) PyPRP automatically attaches all lights to all non-shadless objects by default, but lightgroups can (and should) be used for greater control.

Also, stop freaking out, go back and read what I said again. You are not limited to 8 (or whatever the specific limit is) working lights per age, each object can be affected by a different set of 8 lights, so the total number of lights in an age is pretty much unlimited.

Re: Lighting Problems

PostPosted: Sat Jul 05, 2008 12:01 pm
by Dakro
If I broke down the age into districts, would I be able to use more?

Re: Lighting Problems

PostPosted: Sat Jul 05, 2008 12:28 pm
by Branan
If you need more than 8 lights on a single polygon, you're not doing something right. Try using Vertex colors for most of the fill lighting, and just a few lights to light the avatar and any movable objects. You could also try making a lightmap, but that's a bit more complex.

Re: Lighting Problems

PostPosted: Sat Jul 05, 2008 12:43 pm
by Dakro
How do I make vertex colors?

How do I make light maps? :D

(Can you see this individual Blender person learning?) :D