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#1
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And here is the light map I generated. Its generated as a tga, I just screenshoted it here because tga isnt supported on the forums.
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#2
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Hi Trever,
What's going on here is that your lightmap is currently overexposed. In the the shader 50% brightness is treated as the neutral exposure value, so anything lighter will be brighter than the original texture and anything darker will darken it. This allows for the scene to represent areas of intense light, which is impossible when only darkening the scene. This is similar to using the "Self-Illumination Scale: 2x" export option that could be used with the old workflow. The solution here is to adjust the exposure and re-render your lightmaps so everything you want to have a neutral exposure has a brightness of 50%. You final lightmap should look something like the attached image. |
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Tags |
baked, lighting vizard osgb, shadowmaps, vizfx |
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