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  1. #1
    MSgt. Shooter Person
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    Default What is lightmass doing?

    ok so i'v been expetimenting how indirect light color bleeding works with lightmass, but iv been getting really wierd results even at high resolutions..
    here there is an example, as you see even at high res (the res is the black text on the walls) i still have issues with the quality of the shadowed parts of the room looking all grainy (you better look at the image in fullscreen to understand)...
    the walls are only one simple plane with the ch2 of the uvs used for baking... i even tried with the normal indirect influence to 0 but with no results..
    anyone have any idea?

  2. #2
    MSgt. Shooter Person
    Join Date
    Sep 2011
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    Default

    sorry wish i could help
    albert einstein
    imagination is more important than knowledge,
    thou i believe without knowledge, imagination is limited.


    http://damnedge.blogspot.com/


    some screenshots of my game in progress

  3. #3
    MSgt. Shooter Person
    Join Date
    Sep 2011
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    249

    Default

    sorry wish i could help
    albert einstein
    imagination is more important than knowledge,
    thou i believe without knowledge, imagination is limited.


    http://damnedge.blogspot.com/


    some screenshots of my game in progress

  4. #4
    MSgt. Shooter Person
    Join Date
    Sep 2011
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    249

    Default

    have you tried it ingame?
    albert einstein
    imagination is more important than knowledge,
    thou i believe without knowledge, imagination is limited.


    http://damnedge.blogspot.com/


    some screenshots of my game in progress

  5. #5
    Iron Guard
    Join Date
    Jan 2009
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    743

    Default

    Its generally always going to be a bit grainy, the idea is the diffuse textures would generally mask it somewhat. Are you using a production quality build? That makes a lot of difference. Otherwise you'd be looking at finding the sort of settings the guys use over in the architectural render subforum

  6. #6
    MSgt. Shooter Person
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    May 2011
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    Default

    Quote Originally Posted by Buddhist Punk View Post
    have you tried it ingame?
    yep i did, it dont change a thing, still thanks for the suggestion.


    Quote Originally Posted by Jetfire View Post
    Its generally always going to be a bit grainy, the idea is the diffuse textures would generally mask it somewhat. Are you using a production quality build? That makes a lot of difference. Otherwise you'd be looking at finding the sort of settings the guys use over in the architectural render subforum
    ye but the problem is if i have a white enviroment, in example snowy, than those kind of artifacts will be much more noticiable.. but yep im gonna try to take a look! tnks for the suggestion!

  7. #7
    MSgt. Shooter Person
    Join Date
    May 2011
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    Italy
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    Default

    i found a solution here,
    thanks to Tearl for the lightmass settings, i played with them alittle more and got a result i'm happy with at some rendering cost!


 

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