>_> not baked textures, baked lightmaps.... Its the SAME thing Sapien does, but mental ray does better and faster. I'l post a pic of it when I get it ingame, some people are still confused of what this is.
Do you like your cookies half baked too?
oh, btw, heres my lightmaps i generated for Bloodgulch.
Notice how sharp the shadows are, and also the quality of lighting on th scene. I'll get this ingame for a better idea of what the final product will look like compared to the best you could get from sapien.
Ok heres what it looks like ingame. Btw, this in CE, not Halo 2, my H2EK Sapien doesn't work for me, but it works the same way.
Heres Bloodgulch's lightmaps which were generated in sapien
And heres a comparison shot of what I did with Mental Ray
notice the shadows almost match the detail of the vehicles on the scene
heres some more:
The shadows are kinda pixelated. In mental ray's render settings i just need to adjust the shadow smoothness. But other than that, this is just showing the amount of lighting detail that can be obtained when generating lightmaps in an external application.
And btw, this has had very little impact on the FPS of the map. Lightmaps arn't shaders, just textures so they don't require many gfx computations to display on the screen. So higher res lightmap's only real trade off is a large map file size. The lightmaps for this map is almost 3mb alone.
Last edited by jahrain; May 31st, 2007 at 11:13 AM.
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