FEATURE REQUEST... well couple of features actually.
by James Brad Barnette · in pureLIGHT · 10/16/2009 (1:08 pm) · 4 replies
Couple of feature that would be a real big help
1: Be able to edit the lightmaps after Purelight. For instance being able to paint out light leaks and things like that in Photoshop would be huge!
2: be able to export the model back into DCC application. This one would really be nice as it would provide the ability to have things in the scene for lighting purposes that I dont want in the scene in torque.
3: perhaps the ability to have a ambient occlusion map sent to pure light "obviously baked from the First UV channel". This could work as a multiplier for you bounced light. Where primary bounces function normally but secondary bounces are multiplied by the values in the occlusion map. Actually, I think could eliminate leaks and the need for request number 1.
1: Be able to edit the lightmaps after Purelight. For instance being able to paint out light leaks and things like that in Photoshop would be huge!
2: be able to export the model back into DCC application. This one would really be nice as it would provide the ability to have things in the scene for lighting purposes that I dont want in the scene in torque.
3: perhaps the ability to have a ambient occlusion map sent to pure light "obviously baked from the First UV channel". This could work as a multiplier for you bounced light. Where primary bounces function normally but secondary bounces are multiplied by the values in the occlusion map. Actually, I think could eliminate leaks and the need for request number 1.
About the author
#2
10/19/2009 (1:33 pm)
ok so if I take the file back into softimage and make a couple changes. Can I then take it directly into torque from there or do I have to take it back in to PL and use the publish to Toque function?
#3
10/19/2009 (4:02 pm)
As long as you don't change the actual size of the TGA file you can edit the file directly. Keep in mind that if you change the assets in T3D they won't change in pureLIGHT. To keep it consistent you could edit the TGA file in the pureLIGHT directory export changes to preLIGHT and use "Open modified files in scene for conversion" and then publish to T3D as that will only push files that have changed.
#4
Tweaks to things like diffuse texture coordinates, small adjustments in positions, deleting portions of the mesh, will be safe. You should be able to import in the lightmap into Softimage as well and preview it in there (I have no idea how to do that though), to make sure that its still good.
When you are done, export the mesh again and copy it into Torque. When using the Publish To Torque option, pureLIGHT copies your scene into art\shapes\MissionName
10/19/2009 (5:10 pm)
If you keep the lightmap coordinates identical, you could bring it directly into Torque from Softimage again. If you change the positions of the geometry too much, the lightmap will start to not line up properly with the rest of the scene.Tweaks to things like diffuse texture coordinates, small adjustments in positions, deleting portions of the mesh, will be safe. You should be able to import in the lightmap into Softimage as well and preview it in there (I have no idea how to do that though), to make sure that its still good.
When you are done, export the mesh again and copy it into Torque. When using the Publish To Torque option, pureLIGHT copies your scene into art\shapes\MissionName
Torque 3D Owner Thomas Pittman
For #1, the lightmaps generated are standard tga image files. If you edit a lightmap in Photoshop, if you go into the mesh properties of that mesh and enable "Lock Lighting" pureLIGHT will then load in your modified tga file and won't update that lightmap again (unless you unlock it again).
For #2, preLIGHT generates collada files and obj files that you can import back into a DCC application.
#3 we'll have to consider.