SH derectinal (half life 2) Light maps

This is a test of Directional light maps It’s not quite correct with the computation, If some one has a clue how to fix that contact me at [email protected]

I might be able to fix it myself I’ll post it if I do.

Here a comparison

real lighting



light map


directional light map

take a look at the set up if you want. Once it’s done it should work with cycles too, will have to see though.

Here the .blend

FIXED with textures
https://drive.google.com/open?id=0B7d0yHoWGYguY0ZqY1pQRWdXOVk

Attachments

SH.blend (192 KB)

It dose take 3 light maps to work so more memory but it been used in games for ten years.

You forgot to pack textures;)

There fixed

What about these things?
[video]www.youtube.com/watch?v=0IXYTnFV8Pc[/video]
[video]www.youtube.com/watch?v=OCgItRp3_gM[/video]
Maybe it’s fake,but awesome.

I don’t know what it is that you’re asking.

Why’s it called derectional lightmap?
Fancy thing anyways;)

Can you make a pre-baked light map that has pre-baked specular highlights, normalmapped ones?

half-life 2 episode 3 fake maps and half-life 2 beta

Still doesn’t tell me what it is you want to know?

It allows you to add hi frequency detail (normal map) wail using a low res lightmap, I might be able to fake spec with it, though I can all ready do that with out it. the issue with mine is if you look at you’ll that there areas that are light in the directional light mapped one there aren’t on any of the other ones. the use of the lightmaps in correct, but not the generation of them. If you look at the directional one you’ll see that theirs blue in places that should be black. Thats what I need to fix. If it were sh light then yes you can defiantly fake spec. but who needs that, it’s not bad to have it but I know the last of us used something in between sh and directional, but the fake spec they used would look almost the same with an even more simpler fake, though theirs is still better. I’ll post the paper this is based on.

The whole point of this is to not pre-bake normal mapped light maps. but to give the computer the info needed to add normal mapping on the fly with very little computation. it encodes the approximate direction of the in coming light. so you should be able to fake directional spec, but it might be better not to use the direction for the spec. Note that the node setup is not grate just a wip.

If anyone knows the source engine, expshilly the light mapping, I’d like to know. or just how to do costume BDRF’s in blender ether cycles or internal.

If you’re asking if I’m using the same method of light mapping the source engine did then yes. though mine is not yet correct, theirs is.

Added shadows, it’s much closer but still I little off. It might be good enough, I don’t know.

I may an sh lightmap but it will be have to be manully set up for evey light in the game.

It’s is now correct. I will try to add spec to it as well. it not I’ll fake it.

So is it something related to Half-Life games?

Looks very nice. I always enjoyed the lighting in the source engine (although it took forever to build!).

This could probably be coupled up with the Lightmapper plug-in, which is somewhere in the Resources forum here.

And we are one step closer to being able to realistically build decent complex 3D environments. Now all we need to copy from them is VIS and BSP :wink:

It’s based on tech of the source engine. not the games really.