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 [Official] Radiosity Prelighting

 pre-lighting and radiosity setup
 
lord fido  
Posted: Monday, Jul 17 2006, 20:30
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biggrin.gif Lol , now Alexg can properly light his lots by himself.
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steve-m  
Posted: Tuesday, Jul 18 2006, 01:07
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QUOTE (locO G @ Jul 13 2006, 22:20)
I have to say it does seem a little on the bright side and tends to bleach out the lighter textures.
I would suggest reducing the brightness a little in the exposure control or am I missing something?
I have double checked all the settings and 'exterior daylight' is checked.
Could there be any difference between Max 6 and 8? I doubt it.
Let's see what happens when others get their lots in game.

Hmm, experience has shown that different scenes might have a different brightness (using the same settings), probably because the exposure control calculates some sort of average and scales the brightness down accordingly. No idea how much that affects the vertex colors, though. But yea, best results might only be reached if radiosity is calculated at once, with as many objects as possible in the scene (also for dark alleys and shadows of tall buildings). We'll see how it looks after several people prelit their lots independently.
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illspirit  
Posted: Tuesday, Jul 18 2006, 05:34
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Tested on the whole MI^ scene. Doesn't really take long to get it to 85%. And with both filtering options set to 2, it doesn't look too bad.

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aad  
Posted: Tuesday, Jul 18 2006, 12:46
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Looks really nice illspirit i hope to see all of black messa be pre-lighted soon and ingame. cool.gif
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Cerbera  
Posted: Tuesday, Jul 18 2006, 14:14
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Are the kerbs casting those shadows across the road, or does the road have a slight crown to it (looks like a hump in cross-section)? The cliffs and underneaths of bridges look good and the roundabout bowl looks great. smile.gif
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steve-m  
Posted: Tuesday, Jul 18 2006, 14:27
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Kerbs and other small faces are usually causing these strange "shadows", if calculated at low quality. To get everything perfect you'd need a radiosity quality of 100%, what will take 3 days or more to calculate with an average processor (for illnorth only). That's why everything has to be finished before we attempt that, since noone likes to do it multiple times...
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Grant  
Posted: Tuesday, Jul 18 2006, 15:02
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Great work guys those are looking really better, i used Blender a while back to pre-light my models but this seems faster, can this same method be used to pre-light models for Vice City as i'm not great with MAX but i'd like to know now rather than spend hours working it out and it not working.

-thanks smile.gif

Edit: ^^ 200th post
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steve-m  
Posted: Tuesday, Jul 18 2006, 15:22
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Yes, you can use this same method for VC, as well as every other game that supports vertex colors. It's just a different, much more sophisticated and realistic way to calculate the colors, rather than a different technology in terms of storing them (in the final models).
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Black-hawk  
Posted: Tuesday, Jul 18 2006, 17:45
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QUOTE (steve-m @ Jul 18 2006, 14:27)
Kerbs and other small faces are usually causing these strange "shadows", if calculated at low quality. To get everything perfect you'd need a radiosity quality of 100%, what will take 3 days or more to calculate with an average processor (for illnorth only). That's why everything has to be finished before we attempt that, since noone likes to do it multiple times...

Hell, I'll be leaving my PC for a week starting on the 7th of August, 3.6GHZ should cope fine for a few days. So yeah, I can try that.
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illspirit  
Posted: Tuesday, Jul 18 2006, 19:00
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The problem with the roads is that with a low radiosity accuracy, Max assumes the horizontal road vertices along the edges aren't receiveing light because they overlap the bottom vert's of the curbs. As the solution approaches 100%, the fine details like that work themselves out. It just takes forever. cryani.gif

And a radio'd render of Black Mesa:

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Oh, and, when doing renders/applying lighting, be sure the re-use radiosity option is ticked in the render > advanced lighting window.
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Cerbera  
Posted: Wednesday, Jul 19 2006, 01:05
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Ill, I intended the railway to run on an embankment on either side of the freeway, rather than being on legs. This would provide an opportunity for stunting, make the railway easier to gain access to and make the route a bit more varied. smile.gif
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Cran.  
Posted: Wednesday, Jul 19 2006, 02:27
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QUOTE (Cerbera @ Jul 19 2006, 11:36)
(EDIT) Gah, had an "SMTP" failure and didn't think my previous message got through. blush.gif

Yeah, I figured that out a while ago, like you, the hard way tounge.gif

@illy what processor do you have?
@steve-m all that rendering would only rely on the CPU, and not the GPU right?

Illnorth is looking great, is the train tracks finished for that part of illnorth?
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Alexg  
Posted: Wednesday, Jul 19 2006, 07:43
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illy, it should be fantastic if you make a video (with CamStudio for example) that shows how can I do the pre-lighting. I said your screenshots of configuration but I don't know where they are.
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aad  
Posted: Wednesday, Jul 19 2006, 12:59
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QUOTE (Alexg @ Jul 19 2006, 07:43)
illy, it should be fantastic if you make a video (with CamStudio for example) that shows how can I do the pre-lighting. I said your screenshots of configuration but I don't know where they are.

Thats easy to find, just go to create> lights > daylight system press yes if it asks u something for setting up parameters.

after that click on the light and go the modifiers tab and then scroll down to see all the tabs. in the tabs you can select all the options illy has posted in his screens.

good luck on pre-lighting everyone hope i can get some time to work further on GTI.
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Jost_Vice  
Posted: Wednesday, Jul 19 2006, 22:30
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realtime, not prerendered
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QUOTE (aad @ Jul 19 2006, 12:59)
QUOTE (Alexg @ Jul 19 2006, 07:43)
illy, it should be fantastic if you make a video  (with CamStudio for example) that shows how can I do the pre-lighting. I said your screenshots of configuration but I don't know where they are.

Thats easy to find, just go to create> lights > daylight system press yes if it asks u something for setting up parameters.

after that click on the light and go the modifiers tab and then scroll down to see all the tabs. in the tabs you can select all the options illy has posted in his screens.

good luck on pre-lighting everyone hope i can get some time to work further on GTI.

Sorry dude. but in create-> lights I only see that cry.gif
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Nuclear  
Posted: Thursday, Jul 20 2006, 02:07
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QUOTE (Jost_Vice @ Jul 19 2006, 22:30)
Sorry dude. but in create-> lights I only see that cry.gif
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See where it says 'standard' in the drop-down menu? Click that box and change it to photometric, there you will see IES sun and IES sky as seen in Illspirit's http://illspirit.com/dev/SA_prelight/daylight_properties.jpg
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Jost_Vice  
Posted: Thursday, Jul 20 2006, 11:36
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thanks nuclear.

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I think I do anything bad, very darked shadows, no? blush.gif
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locO G  
Posted: Thursday, Jul 20 2006, 16:51
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Actually, as mentioned in illspirit's original post, the thing to use is the Daylight System.

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You can create it anywhere in your scene, all you have to do is follow illspirits settings to the letter.

Don't forget to adjust the exposure control, and remember, when applying Vertex colours, use radiosity only!
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aad  
Posted: Thursday, Jul 20 2006, 19:23
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oh that was what i did wrong i forgot to set the radiosity so the weird effects are now over ":) and i also looked at some GTI parts and it seems that most stuff is easaly to pre-light because the blank land and the lots are alsmost all seperated from each other so i will pre-light the blank land when i got some time.
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illspirit  
Posted: Thursday, Jul 20 2006, 21:53
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Sorry Cerb, didn't know that's what you meant. Putting both sides on embankments would be too much work, but, hopefully one side is good enough?

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