[dice]o2car Posted September 8, 2005 Report Share Posted September 8, 2005 When developing BF2 we went for a simple yet powerful solution to simulate Global Illumination. Having real bouncing light was not even an option since the sizes of our worlds are just too big. GILightsBaseDir = Directional angle of GILights (0/0.5/-0.5 is 45 degrees) GILightsIntensity = Intensity of each GILight. GILightsShadowIntensity = Controls shadows casted by GILights. (1) GILightsFov = Spread (high value > softer shadows > slower rendering) GILightsViewDistance = Distance between active object and lightsource (shorter > faster) GIFillIntensity = simulated ambient NumberOfGILights = Number of GILights to calculate (default=6 as seen on img) UseGITopLight = A weak lightsource placed from above that work with the ring of GILights to achieve the lightdome effect. GITopLightIntensity = Intensity of the GITopLight SunLightShadowIntensity = Controls shadows casted by the SunLight. SunLightFov = Spread (low value > sharper shadows > faster rendering) SunLightIntensity = Intensity of the SunLight Info: - In TerrainMode only one GILight is necessary since the terrain does not feature overhangs. When setting the NumberOfGILights to 1 it will be treated as a TopLight. - GIFillIntensity = Without it you wont be able to see textures in a room without windows (pitchblack) - The GILightsShadowIntensity and SunLightShadowIntensity should be set to 1. Use the LightIntensity to tweak the lighting instead. Sideinfo : The renderer calculates what lightsources that can be seen from the active pixel in the lightmap. Good Luck. Quote Link to comment Share on other sites More sharing options...
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