Ok some issues were having with PureLight 1.6
by James Brad Barnette · in pureLIGHT · 05/18/2011 (3:32 pm) · 6 replies
ok first off is not really a bug but an annoyance. Lighting dialogs in pure-light need to either stay on top of the main window or a dock-able properties side bar need to be implemented.
Second We have been away from pure-light for a bit but the clients has a bunch of new features that they want implemented and so we are digging back and I have to say one thing is very frustrating. Why do all of the threads sit idle until the last one finishes its piece. This makes no sense to me. if you have one large piece in your scene it will hang up one thread and everything else is idling. I know you going to say break up you scene more. Well... It seems that the more we break up the scene the more light leaks that we get.and "maybe it's just me but I don't remember them being this bad".
When I first started I remember being instructed that at a intersecting corner that it was ok if you separated the walls in to individual pieces that way it give much more optimal light maps. as long as the verts did get moved and they were in the exact space light leaks would not occur. Well we have them coming out of our ears here and I mean BAD! I mean to be honest I really need to break the scene up even further but I'm scared to because of incurring further light leaks
Second We have been away from pure-light for a bit but the clients has a bunch of new features that they want implemented and so we are digging back and I have to say one thing is very frustrating. Why do all of the threads sit idle until the last one finishes its piece. This makes no sense to me. if you have one large piece in your scene it will hang up one thread and everything else is idling. I know you going to say break up you scene more. Well... It seems that the more we break up the scene the more light leaks that we get.and "maybe it's just me but I don't remember them being this bad".
When I first started I remember being instructed that at a intersecting corner that it was ok if you separated the walls in to individual pieces that way it give much more optimal light maps. as long as the verts did get moved and they were in the exact space light leaks would not occur. Well we have them coming out of our ears here and I mean BAD! I mean to be honest I really need to break the scene up even further but I'm scared to because of incurring further light leaks
About the author
#2
05/20/2011 (2:42 pm)
Hey James, if you could provide us with a screenshot or two of the geometry causing light bleeds, or a sample scene with them, I'd be interested in taking a look at it ( support@purelighttech.com ). I didn't find any light leak issues in the tests I ran.
#3
05/23/2011 (8:34 am)
ehh. Just changed the way the artist had it broke up and all if fine now. so it was totally our fault.
#4
05/24/2011 (11:15 am)
Can I ask what the problem was? It might be something that we could avoid in future versions.
#5
But I do have a feature request for the ability to use a SH environment map instead of solid color. and to be able to have a ENV panel inside PL would be great.
05/26/2011 (3:10 pm)
just light leaking where 2 beams joined in a T like joint. Once I separated the top in to 2 pieces it stopped.But I do have a feature request for the ability to use a SH environment map instead of solid color. and to be able to have a ENV panel inside PL would be great.
#6
I adjusted the threading code, so that the idle threads can begin working on the next pass of a bake immediately when baking a single module.
06/16/2011 (2:26 pm)
You can use an environment map for the background already. There's an option to set an hdr environment texture in the background color settings.I adjusted the threading code, so that the idle threads can begin working on the next pass of a bake immediately when baking a single module.
Torque 3D Owner Thomas Pittman
The threads sitting idle as the last one finishes is a known problem with the way the threading is handled in pureLIGHT. It could be eliminated when baking only a single module at a time.
It should be fine to have walls in the corners be broken up into individual pieces like that. I'll do some testing here on that.