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General => Terragen Discussion => Topic started by: Dune on June 13, 2016, 10:25:42 AM

Title: dark interior
Post by: Dune on June 13, 2016, 10:25:42 AM
Some time ago we discussed light seeping through walls, and it seems a double sided object is best to keep that from happening. OK, but what about light in an interior. I tried several things, but in a block with one door, the insides are still very light. I like to make my interiors darker without having to decrease GI.
These 4 blocks are 1; without floor, single sided in LW, 2; with floor and double-sided checked in LW, 3; with floor and single-sided in LW, 4; double-walled, double-sided in LW. Interiors don't differ, except for that creeping line of light of course.
Any ideas?
Title: Re: dark interior
Post by: KyL on June 13, 2016, 10:51:30 AM
What's your GI settings on that? I assume you will need quite a dense GI sampling to be accurate enough to simulate indirect light coming through the door.
If your GI settings are too low it might be too broad to correctly represent what's really happening.
Title: Re: dark interior
Post by: Dune on June 13, 2016, 12:11:22 PM
GI is default in this, and I would prefer to keep it that way for the rest of the terrain, or every render would take more time. I will try other settings, though, good idea, to see what happens.
Title: Re: dark interior
Post by: Dune on June 13, 2016, 12:20:19 PM
You're right, but it takes a lot longer. I'll keep this in mind, thanks.
Title: Re: dark interior
Post by: KyL on June 13, 2016, 03:52:12 PM
Cool! Glad to help.

Was that with the supersample prepass? In theory this should help as well, what you really want is a dense GI prepass to be sure to generate something accurate enough. Also you can try increasing only the sample detail. I would try something like 5/2/8 with supersample prepass. Hopefully this won't take too long.

Visually, the one on the complete screen right looks correct imo.
Title: Re: dark interior
Post by: Dune on June 14, 2016, 02:13:37 AM
Thanks, I will try that as well. This was without SSprepass. I don't like making all my buildings doublesided, but for some I should, to get rid of the creeping light when you see some of the interior. Just some added walls in strategic places in the model might do the trick.
Title: Re: dark interior
Post by: bobbystahr on June 14, 2016, 08:53:47 AM
Quote from: Dune on June 14, 2016, 02:13:37 AM
Thanks, I will try that as well. This was without SSprepass. I don't like making all my buildings doublesided, but for some I should, to get rid of the creeping light when you see some of the interior. Just some added walls in strategic places in the model might do the trick.

I've found it good practice to make models with inner and outer walls when building for TG...saves a lot of problems and in most cases the wall inside can be very low poly if object weight is a problem...just what I've found doing architectural images. The best models I found on line all used this practice.
Title: Re: dark interior
Post by: Matt on June 15, 2016, 09:03:13 PM
Quote from: Dune on June 14, 2016, 02:13:37 AM
Thanks, I will try that as well. This was without SSprepass. I don't like making all my buildings doublesided, but for some I should, to get rid of the creeping light when you see some of the interior. Just some added walls in strategic places in the model might do the trick.

Why don't you just give them a floor? The light only leaks onto the ground because it's made of micropolygons, but if you have a floor in your ray traced house you won't see any problems.

Matt
Title: Re: dark interior
Post by: bobbystahr on June 15, 2016, 09:18:15 PM
Quote from: Matt on June 15, 2016, 09:03:13 PM
Quote from: Dune on June 14, 2016, 02:13:37 AM
Thanks, I will try that as well. This was without SSprepass. I don't like making all my buildings doublesided, but for some I should, to get rid of the creeping light when you see some of the interior. Just some added walls in strategic places in the model might do the trick.

Why don't you just give them a floor? The light only leaks onto the ground because it's made of micropolygons, but if you have a floor in your ray traced house you won't see any problems.

Matt


Brilliant...never noticed no floor in Ulco's models but all my tests have had floors and IIRC they needed an inside wall or double sided polys.
Title: Re: dark interior
Post by: AP on June 15, 2016, 10:12:40 PM
Or lower the structure slightly into the ground and add additional height to the structure to make up the subtraction?
Title: Re: dark interior
Post by: Dune on June 16, 2016, 03:22:53 AM
@Matt: There is a floor in the right 3 houses, no floor in the left house. But you still see leakage (except in the double walled house on the right).
@AP: I lowered the walls a bit into ground in all 4 houses, so that's not helping either. (I always add some depth to a house to accomodate for uneven ground)

Sorry.
Title: Re: dark interior
Post by: AP on June 16, 2016, 03:28:16 AM
I see. Well at least you tried that alternative.
Title: Re: dark interior
Post by: Dune on June 16, 2016, 03:31:45 AM
Matt, I realized you probably meant to have a floor above ground level, not below. In modern houses that would be ok, but the bulk of buildings I make are just walls and barren ground for floors, so that won't work. A double wall, or beam at floor level would be the best option, I guess.
Title: Re: dark interior
Post by: Matt on June 16, 2016, 04:27:47 AM
Yes, I meant above ground level so that you don't see the micropolygon ground, but now I realise that you want to see the displaceable ground.

Matt
Title: Re: dark interior
Post by: KlausK on June 16, 2016, 09:10:37 AM
Maybe you could duplicate the displaced planet/terrain, mask off the house and raise the whole thing enough so that the displacement is a tiny bit higher than the floor of your house. Sort of cutting out the original terrains displacement and using it as a floor in your house...not sure, if I make myself clear. Could that cover the leaking?
Cheers, Klaus
Title: Re: dark interior
Post by: Dune on June 16, 2016, 11:00:48 AM
You make yourself very clear, but 1: it is not always easy to mask a (complicated) building, and 2: you would have the same problem. Matt explained to me what causes the line, namely the light is measured in the micropolygons, but they are not infinitely small, so part of that poly may lay outside the infinitely thin wall. That's why a double wall would work, as the space in between covers those polys. If I make myself clear  :P
Title: Re: dark interior
Post by: bobbystahr on June 16, 2016, 12:38:10 PM
I would add a plane floor and apply the ground texture to that...or are the micro polygons involved in the procedural plane as well.....if they are then add the floor in the model and do likewise to that. You'd only have bump not displace is the only downside.
Title: Re: dark interior
Post by: Dune on June 17, 2016, 03:29:22 AM
That's a smart idea, but when you have a door opening, you can always see a little rise where terrain goes into floor, even though the colors and 'bump' may be kind of identical.
It's not a daily problem, so I'll think of something when the situation needs it. Thanks, Bobby.
Title: Re: dark interior
Post by: bobbystahr on June 17, 2016, 09:59:39 AM
Quote from: Dune on June 17, 2016, 03:29:22 AM
That's a smart idea, but when you have a door opening, you can always see a little rise where terrain goes into floor, even though the colors and 'bump' may be kind of identical.
It's not a daily problem, so I'll think of something when the situation needs it. Thanks, Bobby.

It's the most I can do, hee hee hee