Question on the Light Map tut

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Re: Question on the Light Map tut

Postby Nadnerb » Sun May 04, 2008 7:13 pm

Well, thanks for sticking with it. :) I think you're the first person to post who has even tried that tutorial. (and if there are people who have but haven't posted, take Andy's example and ask questions! ;))
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Re: Question on the Light Map tut

Postby GPNMilano » Mon May 05, 2008 1:56 pm

WOW. For once, I think I know whats wrong! I have been fooling around with lightmaps using the tutorial for a couple of months, and a few times had gotten the same result. What i did was change the mix setting to multiply, and remapped the lightmap uv so that it was identical to the UvTex, and generally that seemed to fix my problem. You could give that a try Andy.
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Re: Question on the Light Map tut

Postby Paradox » Mon May 05, 2008 7:11 pm

Should it be set to Multiply or Add? I have mine set to Add and it works fine :D
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Re: Question on the Light Map tut

Postby Trylon » Mon May 05, 2008 11:34 pm

Methinks "Add" for light maps and "Mult" for shadow maps.
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Re: Question on the Light Map tut

Postby mar » Tue May 06, 2008 12:58 am

Ooh I have don it wrong. I had also trying the lightmap but not with the a positive result.

Reading this tread I see I have doing wrong
The lightmap is nice but when I export it in Uru, it has not the result I want. But you said 'type the name of the UV layer that your texture have" \.

Good reading is difficult and I have read it twice at Natnerb's advice.
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Re: Question on the Light Map tut

Postby GPNMilano » Tue May 06, 2008 3:51 pm

Doh. I always use Multiply. Methinks I shall go and change a lightmap to add tonight and see if it works better. Even when I think i'm right, I'm usually wrong. :D
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Re: Question on the Light Map tut

Postby Nadnerb » Tue May 06, 2008 8:51 pm

Uhm, I always use multiply for lightmaps. If you add a light layer and a fully lit texture, you'll just get spots of white, and no shadow, and if you start the texture at black you'll get no material clolor at all. Base material is always multiplied with the lightmap, not added.

Lightmaps should be added to each other when combined, but they must be multiplied with the base material color.
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Re: Question on the Light Map tut

Postby andylegate » Wed May 07, 2008 3:33 am

Not being a texture expert, I've seen what Nadnerb is talking about, but not in Blender (because I haven't messed with it), but in texture making programs like Genetica. They have the combine function and you see: A + B, A - B, A * B, etc.

When I've messed with it, I keep thinking that I'm adding, but in most of the cases you actually use multiply for the textures to get what you want.

Me, I just play with it until I see what I want. :D
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Re: Question on the Light Map tut

Postby andylegate » Wed May 07, 2008 9:20 am

Cool! I got this to work!!

Not with Zephyr.....I'm on my lunch break from doing house work, and I loaded up my Night Time Camp Bravo. Only makes sense to play with it there as the Age is a LOT smaller than Zephyr, and the fact that I have all those lamp posts shinning on the ground.

I did exactly as Nadnerb said in the tutorial. Only this time I made sure the ground texture was shadeless (so I had to make a darker texture).
After making the many, many changes to the Age (this one was originally done with Plugin 1.0 or something), I exported and linked in.
Bingo! I had a nice CIRCLE of light splash, instead of those corny vertex painted ones that I tried (I remember feeling the sting of people asking my my light cones were round, but the light splash was square......hey, that's vertex painting for you!"
That was with the texture on "Multiply" too.

Only thing I wasn't happy with was the light splash was too faint. I'm going to play around with it some more and see what happens. But as my daughters used to say when they were younger: "Cool Beans!!"
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Re: Question on the Light Map tut

Postby andylegate » Thu May 08, 2008 5:03 am

Here are some screen shots of using Nadnerb's lightmaps on Camp Bravo Night Time. One thing that I've learned is: if you've planned it all out, go back and plan again! :D You have to stop and think about the light source, what kind of shadows you want, and of course you need to remember that at least while baking the light map to turn "Ray Shadows" on for that light.

These were using Multiply for MapTo just as Nadnerb said, and I like the results so far. OH! And as he mentions, if your shadows or light edges appear jagged, simply re-do the light map image at a higher resolution.

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