radiosity with textures test (blend for download)

I was playing around with radiosity in the game engine, and got some ok results It runs smoothly too. heres some screens:
http://i53.photobucket.com/albums/g75/Chaosdragondz/radiositylvl2.jpg
http://i53.photobucket.com/albums/g75/Chaosdragondz/radiositylvl1.jpg
and the file:
http://www.savefile.com/files/3529125

How did you do that?

I’m new at Blender and I thought Blender could not do such thing.

well, i cant explain the whole process to do radiosity right in this post cuz… i’m too lazy, but there are some tutorials out there that explain how to do it, or search the forums, after you calculate radiosity, you seperate the objects of the one big mesh radiosity makes, then UV map textures onto the seperate objects.

Just a quick note on this. Since 2.37a (I think) the radiosity solution will retain any previously applied UV texture maps. It’s a lot easier to model, texture and then run a radiosity solve as there are much less faces to deal with.

Hope this helps.


Ricky Dee
www.digital-air.co.uk

really? cool I’m gonna play around with this alot more lol

Yup, definitely works I just tested it to make sure I wasn’t dreaming.:slight_smile:

Workflow should now be Model–>UV Texture–>Radiosity

As I said, retaining previously applied UV maps after a Radiosity solve was only introduced a few releases ago so the tutorials may be out of date. Makes the whole thing a lot easier as you don’t have to mess with texturing all the extra faces the radiosity solve creates.


Ricky Dee
www.digital-air.co.uk

//007! I tried it out too, this may come in very handy

I was playing around with this some time ago as well. Radiosity is a very nice lighting option, but the calculation makes too many subdivisions. Even when optimising the extent of the calculation for minimal subdivision, it’s still too much if your trying for anything bigger than a room.

For anyone interested in radiosity:

The tutorial I used to grasp the basic concept of radiosity and how to use it.
http://blenderman.free.fr/tut/radiosity/uk/

A very usefull tutorial on optimising the radiosity calculation, to get minimal subdivisions, but keep the bulk of the quality.
http://www.geocities.com/z3r0_d/bTut01.html

Also, I would like to inform/remind everyone interested, that the radiosity calculation makes doubles, so don’t forget to apply the “remove doubles” action to all vertices after the radiosity calculation.

It would be more useful if you could bake the solution to a UV map, is there a solution for this? Ive tried raybaker but get crazy results.

Even without two UV channels you could still use it for paint overs for characters, weapons etc.

Im assuming that even with Ogre, as you can’t dynamically light everything, this might still be a problem?

I’ve never used actually radiosity output in my games, it generates way too many polys. What I have done is:
A. run a radiosity sim, then screen capture the results for use as textures (for the original, non-radiositied model), or
B. faked radiosity, vertex painted approximately what I think radiosity would look like. If you pay attention to how light in the real world looks, it’s not actually that difficult to judge. (Often simply darkening corners works wonders.)

According to the provisional plan for the next release, which Ton has already hinted will be called Blender 2.5, one of his tasks is “lightmap/texture baking”.

Read it here.

Happy days.


Ricky Dee
www.digital-air.co.uk

Well you can have OGRE “try” to light everything dynamically, but that will kill the framerate and probably your CPU.

Afaik, there is really not a good realistic static lighting solution for the BGE. I use the same method as plantperson to acutually get radiosity as a part of the UV map, but thats not a good solution either, because then all that texture space that was made of repeating copies is now one big UV texture, which takes up much more memory.

The ideal solution would be to use 2 texture channels, one for your textures, and the other for the radiosity solved light map.

That’s the problem though, I can’t find a tutorial on how to bake a radiosity solution into a lightmap, and as you said raybaker gives crazy results, so that’s not a viable option either.

ardee>

2.5? Don’t you mean 2.43? Isn’t that the next release version?

Either way it would be nice to have this as soon as possible.

Nope, Ton presented at Sigraph that the next Blender release could be called 2.5. Read about it here and see the video of his presentation with 2.5? as the next release version. Remember it jumped from 2.37a to 2.4 because of the sheer amount of progress and feature implementation brought about by Orange.


Ricky Dee
www.digital-air.co.uk

It subdivides the mesh? Isn’t it much better then to use lightmaps, which are done with texture baking or whatever beforehand? I had limited results with it a long time ago but I think things (blender scripts etc.) have improved since. I think there’s also the lesser version of make vertex colors in the edit buttons, which could help because if your lighting/meshes don’t move it can cut down on the work needed to light the scene.

I would suggest to contact “sunetos” wich is developing a script for exacly all that : lightmapping … : http://www.yake.org/forum/index.php?topic=654.0