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Baking lights SUCKS!! Does your studio use dynamic environment lighting?!?

polycounter lvl 12
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gamedev polycounter lvl 12
<start mini rant>

Just a micro rant but I've been 'stuck' using Unreal tech for the last 4 years and am getting pretty damn sick and tired of baking lights. Even using Beast just sucks. Looks great - but takes an f'n long time. Seems like there is just so much overhead involved w/ static lighting - lightmaps, lightmap UV's, artifacts, baking time, managing layers for baking, iteration time, managing lightmap resolutions, etc etc etc. I get it - it's fast come runtime. I understand dynamic stuff gets expensive.

Does anyone use all dynamic lights at their studio? Tell me you've got the same damned problems and that the grass is always greener on the other side!!

<end mini rant>

Replies

  • Rick Stirling
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    Rick Stirling polycounter lvl 18
  • PixelMasher
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    PixelMasher veteran polycounter
    well on the upside all that bake time equals lotsa pr0n breaks...
  • FunkaDelicDass
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    FunkaDelicDass polycounter lvl 18
    To each their own. I love lighting levels. It's the icing on the environment cake!
  • Mongrelman
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    Mongrelman polycounter lvl 18
    Think of an alternative being not being able to bake lights and having shite dynamic lights, producing a final, turd-like result.

    The grass on the other side of the fence can be brown indeed.
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    been on both side of the fence, personally i love lighting, we used to use a render farm when i baked full GI (beast equivalent) which took alot of the hassle out of it, maybe you need better tools to manage your uvs etc, baking for me went from being an utter hassle to pretty staright forward and enjoyable process aes the tools became much more automated and more stable.

    RTLs have different problems. they can be even more complex these days just to get a similar look, and can take a couple of days to setup and balance, editors can be unreliable and engine changes can screw everything up, hope that makes you feel better
  • Kevin Albers
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    Kevin Albers polycounter lvl 18
    It definately sounds like you could use some better tools to help with lightmapping automation. Quick easy all-dynamic lighting looks very lame compared to nice juicy baked-in lighting with ambient occlusion, plenty of lights etc.
  • glib
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    Yes I've worked places where we relied on purely dynamic lights. It looks awful. The place I'm at now does full GI bakes with vray, and it looks incredible. The time is more than worth it.
  • EarthQuake
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    I think until solutions like realtime radiosity(there was a good one around, available for current gen consoles even, cant remember the name...) the best thing to do is use a bit of both, and have a system that can integrate baked lighting in with dynamic lights where needed.
  • Kovac
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    Kovac polycounter lvl 18
    Probably Geomerics Enlighten... that can plug into quite a few of todays engines including UED. I agree that it can be a pretty big pain in the ass across numerous engines. Thankfully with UED, the room system they have in place is somewhat organized for lighting specific areas quickly. Obviously to use it to your advantage the levels need be broken up properly and the level's initial design sometimes ruins that.

    There's numerous options in that light light button's check box as well if you haven't messed with them much. The one that lights only changed geometry is rather useful for tweaks but it can sometimes reference that most everything is changed somehow and basically be a full relight.

    I agree though... take some of your lighting downtime for porn or drawing shit.
  • Jeremy Lindstrom
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    Jeremy Lindstrom polycounter lvl 18
    just imagine an engine where you have a movable sun and no shadows and no interior lighting then you'll be in my shoes. :)
  • Ott
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    Ott polycounter lvl 13
    Step away from the machine Tyler!



    work.jpg
  • RyanB
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    Any baked lighting pipeline should have as much automation as possible to reduce the time spent on setup. I usually spend as much time writing scripts and integrating 3rd-party tools as I do lighting on each new project.
  • gamedev
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    gamedev polycounter lvl 12
    Haha, thanks everyone. I really love to light - its the nice fun part at the end. It's just the long iteration times, dynamic stuff never looking the same as statically lit stuff, bake errors, shitty lightmap UV's that need to be cleaned up, etc etc.

    We looked at the Geomerics Enlighten stuff a year or so back. Stuff looked great. That's exactly the kind of real time feedback I would love.
  • John Warner
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    John Warner polycounter lvl 18
    ahah love it.

    The only person calling out my tech specs is Mitch, and I'm still baking lights.

    It would be nice if the auto unwrap didnt' put shitty seems fuckign everywhere. i guess that's the way she goes.

    fuckin' way she goes... n' goddamn erections..

    [ame]http://www.youtube.com/watch?v=BYoS-GTEugY[/ame]
  • adam
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    adam polycounter lvl 19
    Infernal Engine had an awesome unwrap feature for Lightmapping. Literally a checkbox that has to be checked and the engine does the rest. No need to setup for a 2nd uv channel and unwrap.
  • whats_true
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    whats_true polycounter lvl 15
    How come you don't spread the processing time around with all the computers you have at the studio, so no one computer is doing the job but all of them are?
  • glib
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    adam wrote: »
    Infernal Engine had an awesome unwrap feature for Lightmapping. Literally a checkbox that has to be checked and the engine does the rest. No need to setup for a 2nd uv channel and unwrap.

    So it did an automatic unwrap but doesn't let you see or tweak it?
    whats_true wrote: »
    How come you don't spread the processing time around with all the computers you have at the studio, so no one computer is doing the job but all of them are?

    I've been hearing rumblings for months now that someone at EAC figured out a way to use devkits as distributed renderers for lightmap baking. Anyone care to.... shed some light on the subject?
  • stimpack
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    stimpack polycounter lvl 10
    we got beast. it seems nice, but likes to kill off my spec maps =( I do wish there was something faster.
  • Ott
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    Ott polycounter lvl 13
    whats_true wrote: »
    How come you don't spread the processing time around with all the computers you have at the studio, so no one computer is doing the job but all of them are?

    We do. But having to bake lights for 1-200 minutes only to find pieces with errors can still drive a man mad.
  • Cojax
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    Cojax polycounter lvl 10
    The artists should test the light map in a test map before giving it the golden stamp of approval. We use light maps to, and yes I feel your pain.
  • Daaark
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    Daaark polycounter lvl 17
    glib wrote: »
    So it did an automatic unwrap but doesn't let you see or tweak it?
    Not much reason to see or tweak a lightmap UV set. It's set to divide the faces for a nice even lumel distribution, and pack them tightly into the space available. It's not the same as unwrapping, you'll have random faces spread out about the surface.

    Lightmappers have done automatic unwraps since the dawn of time. Some of them would also cut down the geometry into smaller chunks if they were too big to fit on a map properly.
  • glib
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    Daaark wrote: »
    Not much reason to see or tweak a lightmap UV set. It's set to divide the faces for a nice even lumel distribution, and pack them tightly into the space available. It's not the same as unwrapping, you'll have random faces spread out about the surface.

    Clearly, but I haven't seen an automatic unwrap yet that won't choke on certain geo and use space horribly badly, or throw seams in idiotic spaces. In these cases it's nice to be able to tweak the unwrap before the final bake (this is of course hopefully a last step, not something you want to be doing often during iteration).

    It just feels strange to have control taken away from the artist. Is there a way to tell it to use your second uvset instead of generating its own?
  • gamedev
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    gamedev polycounter lvl 12
    we got beast. it seems nice, but likes to kill off my spec maps =( I do wish there was something faster.
    That would be one of my biggest gripes! With all the ambient light Beast pushes around, you lose those night hot spots on metal and other specular surfaces.
    How come you don't spread the processing time around with all the computers you have at the studio, so no one computer is doing the job but all of them are?
    Yea, as Don said, we have a about ~70 pc's on the job baking lightmaps. But sharing that farm w/ other level artists and programmers sucks. Even then, waiting 10-15 minutes for a bake is still horrible iteration time. Throw in the fact that the lighting preview in editor looks nothing like the final result and it really sucks!

    @auto lightmap unwrappers - yes, there are some pretty good ones. UE3's built in one is pretty nice. Though as mentioned, there are quite a few edge cases where glass, bottoms of objects, etc don't need equal UV density. Lastly, evenw / the auto generate function, grabbing 20 packages and fixing meshes is a pain. And as for the golden seal of approval before use - production moves fast, things change, meshes get updated and inevitably 2nd uv sets get borked.
  • Sandbag
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    Sandbag polycounter lvl 18
    if you dont want Infernal to auto unwrap it you can also tell it "stfu, I made my own light map uvs, use them instead" which is good for any complex/organic/round pieces of the set that you'd like to lightmap.

    The benefits of lightmapping are inarguable, but it can be really frustrating how much it sucks the life out of a spec map to use it vs dynamic lighting. That and good real time shadows are one of the sexiest game art features on the planet.

    Like others have said though, a combo force of dynamic + baked lighting seems to be the best solution so far.
  • Entity
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    Entity polycounter lvl 18
    I worked on a number of Source mods, and yeah..baking is a bitch
  • NAILMASK
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    NAILMASK polycounter lvl 10
    So I worked for 4 years at my last job baking out entire environments (1 color pass and 1 occlusion overlay pass) and now at my current job am using dynamic lighting. There are advantages to both but I must say I do miss the control I got in baking out the lightmaps.
  • Snight
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    Snight polycounter lvl 16
    someone needs a vacation....
  • katzeimsack
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    katzeimsack polycounter lvl 17
    lightmaps are awesome! W0rd!
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