I saw splotchfix mentioned in that old thread that was revived this morning, and got to wondering: does splotchfix still work? If so, what does it do, exactly? I mean, I assume it “fixes splotches” in the lightmap, but how does it do this? And is there a global switch for it, instead of manually adding q3map_splotchfix to every shader that gets lightmapped?
How does splotchfix work?
ydnar
(ydnar)
#2
Any lightmap pixels (luxels) that are completely black get new average values from their neighbors.
This can help alleviate “shadow-acne” on certain types of lightmapped surfaces.
However, it’s a crutch, and tends to destroy intentional dark shadows, so use with care, or use q3map_lightmapSampleOffset to offset the sampling point away from the surface a bit.
y