penumbra


(gynec) #1

this is a sample for the amazing q3map2 (thank you ydnar)

there a 2 lights in the centre of the room with penumbra effect.
but the skyshader is still without penumbra.
what is a good deviance value for a night skyshader?

i use filter and samples 3 (bounce 1, bouncescale 2, fast, filter, patchshadows, samples 3).
super 2 would be better than filter right?


(Oj) #2

Holy crap, turn on AA and that’d look like a render :eek3:


(ydnar) #3

Using -filter disables -samples because -filter blurs everything to hell anyway.

If you can put up with it, -super 2 -filter is the generally highest quality version, but it takes 4x as much memory and time.

For general compiles, I suggest -samples 2, which is equivalent to -super 2 on shadow edges, using up to 5-tap supersampling.

y


(gynec) #4

aha good to know :slight_smile:
its a relative small map and i use func_group’s with a lightmapscale of 0.1.
so i will compile -super 2 -filter if its the highest quality.

generates deviance 2 and samples 16 a good penumbra shadow for a skyshader. or do you suggest a higher deviance (i know its not in units)?


(ratty redemption) #5

ydnar, I`ve been using -thresh 0.5 for my quality compiles, do you still recommend it or does it conflict with -super 2 -filter?

and merry xmas everyone :slight_smile:


(Loffy) #6

is it possible to select a couple of brushed (ie the floor, roof and walls of a single room) and make them func_group and put key/value _lightmapscale/x?
What is the reason for this? Will it make it possible for the map maker to have higher resolution lightmaps in a selected area (the room) and ordinary, more “plain” lightmapscale in the rest of the map?
Just curious.
I will try it in a testmap.
// Loffy


(ratty redemption) #7

Will it make it possible for the map maker to have higher resolution lightmaps in a selected area (the room) and ordinary, more “plain” lightmapscale in the rest of the map?

yes, so we could have lightmapscale 2 on say terrain, and 0.5 on buildings or 0.25 where we want more detailed shadows.


(Maggumaster) #8

A Splinter Cell fan, right?!
The light looks better than in the original.
But the rain on the glassroof is missing g


(BXpress) #9

hm, i know this room excists in Splinter Cell :smiley:
well, nice, but q3map2 can more. much more.
just think of bumpmapping or this funny fresh shadow projection^^


(gynec) #10

there is rain. this pic is outdated.
i know bumpmapping and this decal projection but its not suitable for my map.
here more screens. sry for the size