Lighting takes ages
by Ingo Seidel · in Artist Corner · 12/12/2008 (3:40 am) · 3 replies
Hi,
I have a small world with three buildings that have some objects inside it (couches, tables, plants, ...). It takes about 200 seconds to light the whole scene and I am not sure how to solve this problem or what causes the problem at all. I am using TGE 1.5.2 and according to the scene lighting output, the TGE based scene lighting is very quick (takes about 2 seconds), but the Synapse lighting pack takes some 200 seconds. The buildings were created in Torque constructor and the interior objects were also added in the Torque constructor. I have used portals for doors and windows but there seems to be no difference between using portals and not using portals (with respect to the time required for lighting). What could cause these problems and what exactly is the lexel count?
thanks
ha
I have a small world with three buildings that have some objects inside it (couches, tables, plants, ...). It takes about 200 seconds to light the whole scene and I am not sure how to solve this problem or what causes the problem at all. I am using TGE 1.5.2 and according to the scene lighting output, the TGE based scene lighting is very quick (takes about 2 seconds), but the Synapse lighting pack takes some 200 seconds. The buildings were created in Torque constructor and the interior objects were also added in the Torque constructor. I have used portals for doors and windows but there seems to be no difference between using portals and not using portals (with respect to the time required for lighting). What could cause these problems and what exactly is the lexel count?
thanks
ha
#2
It also seems that the lighting is somewhat obscure. It seems to come from the side, rather than from the top. When the avatar walks towards a wall, the shadow will start to appear at the top of the wall and the more the avatar approaches the wall, the shadow will be projected towards the bottom of the wall. I have checked the sun settings, but the elevation and azimuth properties seem to be reasonable. Could there be another cause to this problem apart from the sun settings?
12/17/2008 (6:22 am)
I don't have any dynamic lights. I was not able to test the "baked in models" vs "manually added models" so far, but I am experiencing problems with the baked in objects - the collission deteciton does not work - this might also effect the lighting?It also seems that the lighting is somewhat obscure. It seems to come from the side, rather than from the top. When the avatar walks towards a wall, the shadow will start to appear at the top of the wall and the more the avatar approaches the wall, the shadow will be projected towards the bottom of the wall. I have checked the sun settings, but the elevation and azimuth properties seem to be reasonable. Could there be another cause to this problem apart from the sun settings?
#3
12/18/2008 (7:44 am)
The shadow issue sounds like sun settings. But most DTS object shadows are cast depending on their collision hulls, so that does sound like the issue there.
Associate David Montgomery-Blake
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