Bouncescale compared to old bounce


(|NV|S) #1

I have noticed since you changed the Radiosity that im totally lost. I use 8 bounces now and it seems as if its not working at all compared to previous releases before 2.0. I used to be able to make maps that look like Glass…now it seems that 8 bounces do nothing, what Bouncescale would you recommend for someone that is using entity sun and q3map skylight as his only outdoor light source?


(|NV|S) #2

I am using ver 2.5.2 and here are the settings:

Compile options:
-bsp -meta -vis -light -fast -patchshadows -filter -super2 -shade bounce8

Worldspawn:

Minlight 15
minVertexlight 15

1 entity sun
light 75
color 1 1 1

skybox shader


textures/invis/streetsky2_skybox
{
	qer_editorimage textures/invis/streets2.tga
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm sky
	q3map_sun 1 1 1 200 0 45
    //q3map_surfacelight 100 
      q3map_skylight 40 4
	skyparms env/streetsky2/streetsky2 1024 -

}

Basically it seems that bounce 8 isnt really doing anything. is this because of any of these setttings?, or has the bouncescale really changed that drastically?


(ydnar) #3

Nuke the minlight, that’s really high.

If you’re doing an outdoor level, consider adding some q3map_skyLight too.

The sun brightness you have isn’t very bright, either.

Try -bouncescale 2 or 3.

y


(|NV|S) #4

im using q3map skylight 30 4 iterations

would the minlight be nuking the bounces?