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Lightmapping levels: Difference between revisions

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==Radiosity==
==Radiosity==
IrrEdit supports "radiosity" in the sense that every surface acts as a secondary light source. However, oddly enough, IrrEdit does not allow primary light sources to be area lights. The interface allows you to set up an emissive material and to assign it to polygons, but these materials and polygons are not taken into account when rendering lightmaps. Only regular lights contribute as primary light sources (point, spot, infinite, whatever), but the surfaces act only as secondary emitters. DelEd doesn't support radiosity at all. {{Mod Tool}} supports it, but perhaps in a much too complicated way, apparently intended more for character authoring and complex renders than for moderately realistic lightmapping on a large scale (which is what we need for levels).
IrrEdit supports "radiosity" in the sense that every surface acts as a secondary light source. However, oddly enough, IrrEdit does not allow primary light sources to be area lights. The interface allows you to set up an emissive material and to assign it to polygons, but these materials and polygons are not taken into account when rendering lightmaps. Only regular lights contribute as primary light sources (point, spot, infinite, whatever), but the surfaces act only as secondary emitters. DelEd doesn't support radiosity at all. {{ModTool}} supports it, but perhaps in a much too complicated way, apparently intended more for character authoring and complex renders than for moderately realistic lightmapping on a large scale (which is what we need for levels).


Oni was designed to be lit by area lights, in fact in most of Oni's environments the supposed light sources are clearly visible, with textures originally meant to be emissive, such as LIGHT_GRID. This means that the original levels can be lit relatively painlessly, in a tool that supports area lights. We don't need to place any light sources manually, instead we just assign an emissive material to polygons textured with LIGHT_GRID and other such textures. Then, ideally, the tool allows us to compute the lighting everywhere, as generated by these area lights.
Oni was designed to be lit by area lights, in fact in most of Oni's environments the supposed light sources are clearly visible, with textures originally meant to be emissive, such as LIGHT_GRID. This means that the original levels can be lit relatively painlessly, in a tool that supports area lights. We don't need to place any light sources manually, instead we just assign an emissive material to polygons textured with LIGHT_GRID and other such textures. Then, ideally, the tool allows us to compute the lighting everywhere, as generated by these area lights.