Advances in 3DsMax LMing with Overgrowth #2

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Rhino
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Advances in 3DsMax LMing with Overgrowth #2

Post by Rhino »

Hey all.

I claimed ages ago that I had managed to sort out the age of problem for us mappers of getting trees to cast decent shadows on objects in my first blog here: Advances in 3DsMax LMing with Overgrowth - Project Reality Forums

Then I realized shortly after posting that blog that there was a small problem which I posted in the comments that basically these lightmaps didn't turn out quite right ingame.

Well now with my second attempt at doing this with my first initial test this seems to now be working :mrgreen:

Not 100% sure what I did differently from last time but ye, it looks to be working now :wink:

Anyways less talk, more screens :mrgreen:


Normal Lightmapping:
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New Lightmapping method with transparent leaves:
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It might look in the second screenshot that the leaves are hardly casting any shadows but there are a few small blobs of shadow here and there and if the temple had a higher rez lightmap you would see much more detail with the leave shadows :mrgreen:

Hopefully I have not jumped the gun on this again but so far looks to be working well and hopefully this method should be applied to all new maps that will be lightmapped in 3DsMax :mrgreen:
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Stiller_001
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Post by Stiller_001 »

Looks good Rhino, nice work.
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Outlawz7
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Post by Outlawz7 »

So basically trees will now cast accurate shadows instead of completely dark shadows?
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jojomeirenpin
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Post by jojomeirenpin »

nice one
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Rudd
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Post by Rudd »

that is pretty sweet
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jbgeezer
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Post by jbgeezer »

very good :)
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=(DK)=stoffen_tacticalsup
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Post by =(DK)=stoffen_tacticalsup »

Master level work!
Random mumble talk between maps
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AnimalMother.
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Post by AnimalMother. »

this on fools/mestia/kozelsk will look awesome.


good work
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HUNDIR
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Post by HUNDIR »

sounds cool
503
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Post by 503 »

lookin' good
HangMan_
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Post by HangMan_ »

This looks great Rhino nice work mate
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master of the templars
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Post by master of the templars »

If only we had some volume light to shine through the leaves now :)
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-=ThorSteinar=-
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Post by -=ThorSteinar=- »

Very good
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Zulnex
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Post by Zulnex »

Awesome!
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Metal_militia_103
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Post by Metal_militia_103 »

Thank you for your hard work in making our experience in PR more realistic. Keep up the good work!
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Rudd
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Post by Rudd »

Does this impact performance in any way?
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Rhino
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Post by Rhino »

Dr2B Rudd;bt1706 wrote:Does this impact performance in any way?
no since all lightmaps are is pre-defined light so the client, aka player dose not need to generate the lightmaps when he is playing. As such what is on the lightmap itself dose not effect performance, only the lightmap size will effect the performance which I'm keeping that size around the same as what it would be normally. So thous 2 examples above for the client/player would have no difference in performance between the 2, which ever you used.

How ever it dose take slightly longer for me to generate these lightmaps with these transparent leaves but I managed to do the Sun light in 35hrs on my PC which isn't too bad :mrgreen:
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A_Grounded_Pilot
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Post by A_Grounded_Pilot »

lol PR lightmaps folding @ home anybody?
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