Product Chat / cullmode = 1 and lightermapping

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Emrys
10
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Joined: 4th Nov 2013
Location: UK
Posted: 21st Nov 2015 16:12
Models are not lightmapped if cullmode = 1 used? Is this the case or I am missing something?

Any help will be gratefully received
PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Geforce 760gtx 2GB
Laptop - Windows 8.1 64 Bit, Core i7-3632QM processor, 8GB of RAM, 1Tb Hdd, Nvidia Geforce GT 740m
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DVader
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Joined: 28th Jan 2004
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Posted: 21st Nov 2015 18:10
Many objects disappear when light-mapped, perhaps this is the issue? Not actually checked each object that exhibits this issue out myself, but could well be the case. I light-map things rarely, as it can take some time, so best left till a project is complete. What models are you using to test? I'm happy to try any I own myself to help confirm if this is the case.


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
Emrys
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Joined: 4th Nov 2013
Location: UK
Posted: 21st Nov 2015 20:13
Thanks Dvader, it seems to be working now, not sure why it wasn't but thanks for the offer to help.

The model is a rusty roof using a single plane hence using the cullmode = 1 option.

PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Geforce 760gtx 2GB
Laptop - Windows 8.1 64 Bit, Core i7-3632QM processor, 8GB of RAM, 1Tb Hdd, Nvidia Geforce GT 740m
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rolfy
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Joined: 23rd Jun 2006
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Posted: 21st Nov 2015 20:24 Edited at: 21st Nov 2015 20:40
Since using cullmode=1 means you are forcing faces double sided in the engine it may be that the lightmapper will get confused with no 'physical' faces to auto unwrap and bake. All the same if done correctly it should compensate for this, it may be that since in the engine these baked shadows are shared that they may not show properly on the first lightmapping run and only appear when the shared uv's are used on reloading.
This is a laymans guess at how the engine may deal with planar meshes being lightmapped and forced double sided. Even if correct

If you are finding with a single faced model forced double sided that you get proper shadows on it I would be amazed by the clever coding involved to achieve it. Since the faces must be 'instanced' then flipped. Now here's the kicker...when you use cullmode =1 if it is a single plane or a bunch of single sided planes it makes sense......if your model has only one part which is a plane for example the roof, then you are better to model that part separately as double siding the entire model isn't really efficient
Emrys
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Joined: 4th Nov 2013
Location: UK
Posted: 22nd Nov 2015 18:34
Thanks Rolfy, it makes sense now you've explained it. It seems a bit hit and miss at the moment, sometimes it reverts back to real time but looks good when it's working. I will play with the model a bit more and see what I can achieve.

Thanks
PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Geforce 760gtx 2GB
Laptop - Windows 8.1 64 Bit, Core i7-3632QM processor, 8GB of RAM, 1Tb Hdd, Nvidia Geforce GT 740m
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