http://n4g.com/news/674924/watch-the-extended-uncharted-3-trailer/com
The water looked so amazing, must be some kind of advanced dynamic fluid system. And the lighting in that desert, OMG...
Is there a better quality version of that?
The desert part in the end looks too good to be true.
With such uniform lighting as that in a desert, I'd consider a selectively applied (occlusion) spherical illumination map meself. It depends how it behaves walking in and out of shadow.
You're thinking baked to textures. Lightmaps can and do shade dynamic objects. No light bounces off dynamic objects though.@L.Scofield: you mean GI baked into lightmaps? But wouldn't that be only for environments and not affect anything moving?
You mean its more of a 3D volume that is stored ! Rather than a light info for a flat 2D surface. GI solutions that I store in CG are points based on the geometry surface. So if the geometry moves, the light solution doesn't , and we get an artifact. So the baked GI solution affects only static objects. What I understand of lightmaps is that they are textures with just the light info. I mean, thats how we use them i. CG , if we do. I believe that is how the behave in games too.You're thinking baked to textures. Lightmaps can and do shade dynamic objects. No light bounces off dynamic objects though.
Lightmass in UDK makes GI lightmaps that affect both static and dynamic geometry, for example.
Not necessarily a volume, but you can include all sorts of useful information in the texture that you can use to create lighting effects, which is what gamse with sophisticated lighting can do. However, my point is in a desert you don't need that information! For those scenes with the secondary lighting, a simple texturing shader could add a feel of glare from the sand and it'd look pretty good everywhere, and be extremely cheap. The moment you'd go into an area with shadow though, you'd want a more complex lighting system if you were going for top draw (like Uncharted does) and would have to go with lightmaps or something.You mean its more of a 3D volume that is stored ! Rather than a light info for a flat 2D surface. GI solutions that I store in CG are points based on the geometry surface. So if the geometry moves, the light solution doesn't , and we get an artifact. So the baked GI solution affects only static objects. What I understand of lightmaps is that they are textures with just the light info. I mean, thats how we use them i. CG , if we do. I believe that is how the behave in games too.
What you say seems to be more like a volume, wherein, if any object comes inside that volume, it gets affected. That sounds like the description of a light itself.
You're thinking baked to textures. Lightmaps can and do shade dynamic objects. No light bounces off dynamic objects though.
It's pretty common to use volume of light probes for a moving geometry.How do lightmaps affect moving objects. Lets say I am using lightmaps to create a GI effect where light bounce off the ground and can be seen on a wall. I store that in lightmaps and apply them on the wall. But if a character comes close to that ground, the bounced light is obviously not going to affect him as it is just stored in the light map of the wall texture.
Have light maps evolved over time ? something I missed cos what I understood from his post is that Lightmaps can affect moving geometry too. Something I don't see How it can happen when I use render to textures for my GI solution for a game level.
True, but that is the most common way to bake lighting for moving objects.But that is not light maps... Those are textures, basically.
I think there's just a different of interpretation of the term here. Looks like some people think of lightmaps as purely the scenery lighting baked into textures, whereas other use lightmap to describe any illumination data held in texture like spherical harmonics. both Laa-Yosh and RenegadeRocks are coming at this from a CG position, where I guess lightmaps are solely the baked lighting calculations. I think these days in realtime graphics, anything that maps precalculated lighting information throughout the scene is talked of as a lightmap; that's certainly what I think of when I hear 'lightmap.'