Just wondering, what kind of shader directives should be used to achieve the best looking and uniform light distribution surface lights?
Best quality surface lights?
ydnar
(ydnar)
#2
For large area or strip lights, such as lava or trim strips, add these:
q3map_backSplash 0 0
q3map_lightSubdivide 128 // or 256
For small area lights, I recommend removing backsplash with q3map_backSplash 0 0, and using manual entity spotlights to augment the shader light.
I don’t advocate light-emitting shaders on models, where the large number of (small) triangles requires a really high q3map_surfaceLight value. Using trans shaders for the light emitting part and combining with an entity light using _deviance/_samples is the best way to go.
y
obsidian
(obsidian)
#3
Hmm… there doesn’t seem to be any way of adding light jittering effects to surface lights - just skies and point lights. Is it possible to set deviance and samples to normal surface lights?
