Difference between revisions of "Feature Request: Normals for Lightmapping"
From Dragon Age Toolset Wiki
BryanDerksen (Talk | contribs) (added to EV) |
|||
Line 8: | Line 8: | ||
</dascript> | </dascript> | ||
There's not a whole lot to add to that, really. Especially caves and similar environments with lots of round shapes suffer horribly from being flat shaded. Getting the normals into Yafray would mean a huge leap in lighting quality - getting a cave level to look similar to the levels that ship with the game is almost impossible right now, since the flat shading means "sharp corners everywhere!". | There's not a whole lot to add to that, really. Especially caves and similar environments with lots of round shapes suffer horribly from being flat shaded. Getting the normals into Yafray would mean a huge leap in lighting quality - getting a cave level to look similar to the levels that ship with the game is almost impossible right now, since the flat shading means "sharp corners everywhere!". | ||
+ | |||
+ | {{EV|214368|[[User:BryanDerksen|BryanDerksen]]}} | ||
[[Category:Feature requests]] | [[Category:Feature requests]] |
Revision as of 21:28, 25 January 2010
Synopsis
Please modify the lightmapping script and/or associated binaries to get normals correctly to the lightmapper.
Description
As taken from LightMapper.py:
# TODO: Normals are not currently getting to Yafray. Lightmaps would look much better with them, though
There's not a whole lot to add to that, really. Especially caves and similar environments with lots of round shapes suffer horribly from being flat shaded. Getting the normals into Yafray would mean a huge leap in lighting quality - getting a cave level to look similar to the levels that ship with the game is almost impossible right now, since the flat shading means "sharp corners everywhere!".
This issue has been recorded in BioWare's internal tracking system. Reference number: 214368 -BryanDerksen |