Maybe the people knows the gile[s]
frecle.net/
With Blitz3D I was able to export b3d files with lightmaps.
In .egg format (from Blender) is possible ?
If no, if I made the lightmap from gile[s] is possible load the texture ?
Maybe the people knows the gile[s]
frecle.net/
With Blitz3D I was able to export b3d files with lightmaps.
In .egg format (from Blender) is possible ?
If no, if I made the lightmap from gile[s] is possible load the texture ?
http://home.arcor.de/positiveelectron/files/blender-lightmap.ogm
should be quite close to what you’r looking for.
i found some blender versions to produce incredible poor quality lightmaps. so when rendering lightmaps i usualy disable all materials on the model, do a full render for baking lights, and reenable the materials afterwards again. dunno if they fixed it already.
dunno about gile[s].
Thomas
This is video is amazing, but also is strange…
When I saw the materials and more materials in meshes, actually I dont be able to do it !
So I read some tutos and links about the radiosity in Blender to export a style of light map for my level.
By mcunha98
But when I start the export for .egg file I receive a message error about vertex color (?!?)
ValueError: face has no vertex colors
Radiosity solving time: 11697ms
Radiosity solving time: 320ms
Radiosity solving time: 14797ms
Radiosity solving time: 23046ms
Settings for export not found. Using defaults.
Traceback (most recent call last):
File "C:\Arquivos de programas\Blender Foundation\Blender\.blender\scripts\chicken_exportR74.py", line 854, in button
self.buttonFuncs[evt]()
File "C:\Arquivos de programas\Blender Foundation\Blender\.blender\scripts\chicken_exportR74.py", line 710, in fExport
self.doExport()
File "C:\Arquivos de programas\Blender Foundation\Blender\.blender\scripts\chicken_exportR74.py", line 366, in doExport
groups.append(Group(mesh=m, addTangents=self.doTangents))
File "C:\Arquivos de programas\Blender Foundation\Blender\.blender\scripts\chicken_exportR74.py", line 1277, in __init__
self.polys.append(Polygon(face, i, self, hasUV, hasVCol, mats, tangents))
File "C:\Arquivos de programas\Blender Foundation\Blender\.blender\scripts\chicken_exportR74.py", line 1706, in __init__
params['color'] = face.col[i]
ValueError: face has no vertex colors
Some idea ?
blenders radiosity has little to do with lightmaps. the radiosity tools bake the lighting into vertex-colors. not textures. dunn if faces are supposed to have vertex-colors at all? did you apply radiosity to some flat-shaded objects?
Thomas,
Actually I found the problem.
I used an object to turn the light emitter (a plane).
This plane dont have texture, only material.
If I delete this object, and use anyone in it place, but the new object has a texture, works fine (but, dont export the radiosity generated).
Just tracked down the crash from the trace above for Chicken - it won’t happen with the next version. However, what happened is that you had vlight switched on but did not have vertex colours on your object - this implies you did something wrong with your setup. However, I agree with ThomasEgi - radiosity is not what you want here - light maps work far, far better.
Yes you’re right !
The greate problem is really understand the way of make the correct result with a complex scene.
Actually, I got the .ogm file indicated by Thomas, and I love the final result, but is very strange the technique used (if there a step-by-step tutorial, maybe turn more easy the process, but seeing the video only, not is most constructive).
But I dont give up !
Mcunha I will send you a file that contains a scece using radiosity, in it you can see the whole process and setup, thus you can try on your own, that was my first test using radiosity, maybe you have already this file, do you remember the Otto The Cleaner Tutorial, where you build an entire scene with radiosity too? Trying exporting that scene using chicken and see the results into Panda3D, if it works you can compare that scene with your own scene.
Thanks Marcc3d, I wait will send me the file to understand the process.
please differenciate between the single things in this topic:
Radiosity: in blender it uses vertexcolors to let light bounce between surfaces several times. the result is a quite realistic lighting and shading.
-this bakes lighting and shading information into vertices-(rarely used if at all)
Ambient Occlusion: estimates the ammount of light reaching a certain point. light bouncing of surfaces is not taken into account. this is mainly used to create a realistic shading (usualy without shadows)
-this is usualy baked into a texture-
Lightmap: contains the information how much light reaches a certain point. it usualy does not take bouncing light into account, nor does it include ambient occlusion. so to say light or shadows only. but it does include shadows castet by objects.
-also baked into a texture-
Full Render: this can take any desired information into account. including radiosity, ambient occlusion , lights and shadows.
resonable good results can be achived by using ambientocclusion and lightmap. radiosity usualy isnt worth the effort.
There is also Screen Space Ambient Occlusion (SSAO) which tries to mimic Ambient Occlusion at runtime (Crysis made this popular)
“this bakes lighting and shading information into vertices-(rarely used if at all)”
Is rarely used now, made popular by Quake2 (1997) and used by many FPSes since then but now gives way to “full render”
The radiosity in games is used in great effect in Mirrors Edge. I expect we would see more if it. Mirrors Edge might do for radiosity what Crysis did for SSAO. There is baked radiosty for static things and dynamic radiosity for dynamic things.
what ThomasEgi calls “Full render” is some times called Light Map, or Generated Lighting or Lighting Bake.
Usually if you are doing a full second texture bake on everything, you want to include as much of lighting, shadows, radiosity and occlusion in that map. Texture bake normally takes all the faces the game level has and creates several textures for it which are then populated. Only static things can be baked.
There is talk of backing 3d maps full of lighting, shadows, radiosity and occlusion which would simplify dynamic effects but our hardware is just begging to reach the GBs of texture memory that requires.
This is the idea !
In gile[s] I did the same thing, get a render of my game level using the texture made in gile[s].
Here some screenshots I did when I used the gile[s] to export the scene (made in Blender) to .b3d format.
Everything was static meshes in a large scene with gile[s] making the lightmap and exporting a set of .png files containing all shadows coordinates.
How I do it in .egg file ? The .ogm video indicated in this topic is very good to see, but dont explain nothing