bnewton81 wrote:Is there anything special about lighting in Plasma? I am wondering because i added some lights to my age and when i link in the age is not lit as it was in blender. I don't see the falloff i did in blender. The whole age is perfectly lit with no shadows.
bnewton81 wrote:[..] but it still seems that plasma or PyPRP handles lighting differently than blender. Am i wrong? I just added one spot at the end of a tunnel with .2 energy and it lit the entire tunnel prefectly evenly and not at .2 power.
Yes, Plasma lighting is really special. This is because Plasma does not "render" scenes like Blender does, but calculates lighting in real time (or tries to do so).
Rendering (calculating realistic views) is a very time-consuming process, even the shading method used in Blender's viewport for working with models.
Plasma does not really render scenes - it just tries to add some shadows (if enabled), but it cannot handle shading in dependency of the object-to-lightsource distance to produce a realistic lighting impression - with the exception of the avatar's lighting.
bnewton81 wrote:I did turn off shadowbuff in blender for each of the lights, so that may be the reason,
Well, you did it completely right when disabling shadbuf. But I'm not sure what you mean with "for each of the lights". Shadbuf can be disabled for objects, but not for light sources.
Leaving Shadbuf enabled for objects (unfortunatelly the default for new objects) is what will cause the most lag in an Age. Unless you absolutely need dynamic shadows (shadows dependent of a lightsource's position) for an object, you should switch off Shadbuf for each object.
Some explanation:
- The "Shadbuf" switch determines if an object should *generate* a shadow.
- The "Shadeless" switch determines if an object should not *receive* shadows (and light). (In fact, Shadeless ON means "don't receive shadows / light")
Note: An object with Shadeless ON will still be lit in Plasma/URU, because in this case you adjust the emitting light of the object with the Amb slider (default 0.5), in conjuction with the object's "Col" color under Material tab, and together with the texture. But this works independently of any light source.
The best way for Plasma is to either *paint* shadows with vertex painting (fast and easy way), or to generate lightmaps (a bit more complex).
And to understand how different light sources work, you may be interested in reading this:
viewtopic.php?p=48473#p48473bnewton81 wrote:He starts with 1 texture and then adds a lightmap as a second texture mapped to COL and Amb. Won't that cover up the 1st texture completely?
No, because Andy generates a second texture. See text and image below "
Moving along....."
EDIT: Oh, wait. Seems I misunderstood "cover up". Well, no - because he set the second texture to "Multiply" instead of "Mix" under "Map To" tab - which will keep the first texture, and the second texture works as a pixel-based light factor then. So each pixel of the 1st texture goes 1:1 where the belonging pixel in the 2nd texture is white, and it will be darker where pixels of the 2nd texture become darker as well. Imagine the second texture as sunglasses with a grayscale texture.