V!nc3r

Improve external lightmaps interpretation

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Hi guys!

Since I use BJS, I always be kind of stucked with lightmap blending with my materials. I was working on standard workflow, but now I'm testing PBR, I have still the same issue, so this thread to understand deeper the blocking factor.

I never succeeded to get (basically) the same render from my 3D lighting scene to BJS, after many many tests :)

So I consistently had to tweak my hundred of lightmaps files in Photoshop to increase contrast/luminosity. These lightmaps could came from the usuals RenderToTextures passes from 3D softwares:

  • 3DSMax & VRay, from a RawTotalLighting pass
  • Blender & Cycles, from a Diffuse Direct & Indirect pass

Having to manually tweak these lightmaps cause me to lighting my scenes in a blind way (which is of course very annoying), and to not have a WYSIWYG workflow (like: tweak a lightmap > save > reload BJS scene > retweak > etc).

So here a test scene to discuss about: http://www.babylonjs-playground.com/#59ZXVF#11 (sources) (here the lightmap of the room).

You can easily switch or add lightmap mode using the line 32, default here is lightmap file set in lightmapTexture as shadowMap.

Because I'm a devianted person, I wanted to compare with another engine, so I made a scene on https://playcanv.as/b/OuZIGpY0/ : here you can see that my white data on my lightmaps files are read in a better way, they burn materials a little ; I think dark data are darker too. (note that PlayCanvas allow to send HDR files and convert them to RGBM, giving an interesting result, but in the link above I used the exactly same png file than in BJS, of course). And the result is totally satisfying.

bjs-cycles-playcanvas.thumb.png.49302477e5ea5adbbca814f43a45d268.png

So, have I missed a magic parameter? Is the shader need a little tweaking? Is my workflow totally wrong? How do you personally deal with lightmaps?

 

Edited by V!nc3r
solved

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I think the playcanvas scene is on PBR

6af1QI3.png

but it's true that default environment is not the same (and I don't find where is it in playcanvas, scene ambientColor doesn't change anything, and there is not default skybox), but! when I play with the gamma button, render tend to be similar than BJS! (below 1.0 instead of the default 2.2)

playcanvas-gamma.thumb.png.0dd0c367ec99ecad2a5626aa2f8231e2.png

Is this related to the lightmap linear mode you talking about, or another path to investigate?

About the level parameter, I believe it tends to burn too fast lightmaps values (like the light impact on the ground).

I'm waiting about the linear thing ;)

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Yeah, you rocks!

It seems to work much better: http://www.babylonjs-playground.com/#59ZXVF#15

I've added a neutral environment, by not using the default one of createDefaultEnvironment, it adds a more... neutral... light (line 6).

It looks like we now have a better interpretation than playcanvas :lol: (playcanvas ref vs BJS patched).

Thanks for that great patch!

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