Re: Problems with texture mapping
Posted: 07 Sep 2012, 12:15
1/blurry textures are there because the video card memory was full, so some of these have been sized down by the engine, but you don't reduce all textures (we reduce only what is needed, and first the biggest (4096x4096) ones, so unfortunately the texel ratio may vary here and there.
2/the lightmap in indoors is the worst case of Light bounce computation;
Also, because of HDR lighting, you have something like sun bounces around 2.5 and indoor shadows near 0, then we compress that range between 0 and 1 in the lightmap, so we lessen the precision. The problem comes when auto exposure brighten dark areas, where the lightmap range is often between 0 and 0.1 (maybe even lower) and is re-ranged to someting like 0 to 0.8. Gradients suffer a lot from that.
Add to this that dark colors are often badly compressed. We already did a lot of work to improve precision while maintaining low lightmap sizes.
There are two ways to improve the dark indoor lightmaps : that would be to make a huge quality setting (a lot of samples, a lot of bounces), taking hours and hours to compute, maybe days (Ultra quality is already very long, and improves dark indoor lightmaps alot but still can't be perfect).
I personally try to add as much lights as possible in tunnels rooms : using doors, roof holes, transitions to tunnel paths or even using the bumper's lights. This makes the contrast between indoor and outdoor lightmap less strong and reduce the amount of dark badly compressed areas : one word : break the uglybuggy darkness.
Your outdoor wall lightmap seems very low quality, I don't expect that from our lighting engine, was it very fast shadows computations?
3/The transition between the background scenery ground and the map editor area has been improved, it's a lot smoother now. (maybe not in all quality settings, I haven't checked yet how it looks in very very low settings).
2/the lightmap in indoors is the worst case of Light bounce computation;
Also, because of HDR lighting, you have something like sun bounces around 2.5 and indoor shadows near 0, then we compress that range between 0 and 1 in the lightmap, so we lessen the precision. The problem comes when auto exposure brighten dark areas, where the lightmap range is often between 0 and 0.1 (maybe even lower) and is re-ranged to someting like 0 to 0.8. Gradients suffer a lot from that.
Add to this that dark colors are often badly compressed. We already did a lot of work to improve precision while maintaining low lightmap sizes.
There are two ways to improve the dark indoor lightmaps : that would be to make a huge quality setting (a lot of samples, a lot of bounces), taking hours and hours to compute, maybe days (Ultra quality is already very long, and improves dark indoor lightmaps alot but still can't be perfect).
I personally try to add as much lights as possible in tunnels rooms : using doors, roof holes, transitions to tunnel paths or even using the bumper's lights. This makes the contrast between indoor and outdoor lightmap less strong and reduce the amount of dark badly compressed areas : one word : break the uglybuggy darkness.
Your outdoor wall lightmap seems very low quality, I don't expect that from our lighting engine, was it very fast shadows computations?
3/The transition between the background scenery ground and the map editor area has been improved, it's a lot smoother now. (maybe not in all quality settings, I haven't checked yet how it looks in very very low settings).