Commit Graph

66 Commits

Author SHA1 Message Date
Daniel Wright
4cef0b1168 Lightmass triangle normal is now averaged over the lightmap texel, improves cases where a small ledge near the texel center causes the final gather to be self-occluded.
The lighting position is no longer offset when detecting intersecting surface frontfaces within a texel.  This was causing fully shadowed artifacts in cracks, as one side of the crack would move the shading position into the other.

[CL 2639528 by Daniel Wright in Main branch]
2015-07-30 18:02:58 -04:00
Daniel Wright
e92e251bb6 GenerateCoordinateSystem2 in Lightmass, slightly faster version
PR #1067

[CL 2621169 by Daniel Wright in Main branch]
2015-07-14 19:22:29 -04:00
Daniel Wright
72a155d491 Fixed compile error
[CL 2616059 by Daniel Wright in Main branch]
2015-07-09 20:25:40 -04:00
Daniel Wright
c1e07200a0 Volume lighting samples are no longer placed inside geometry
Volume lighting sample computation is now multithreaded in Lightmass so it can't bottleneck the lighting build

[CL 2615814 by Daniel Wright in Main branch]
2015-07-09 17:00:33 -04:00
Dmitriy Dyomin
787123f7b1 Fixed: Precomputed Visibility no longer calculated on Landscapes UE-17594
Since landscape materials have to be exported to lightmass as masked, we compute visibility for landscape meshes regardless of material blend mode
#codereview Jack.Porter

[CL 2612081 by Dmitriy Dyomin in Main branch]
2015-07-07 04:38:59 -04:00
Daniel Wright
0a2357f472 Added PrecomputedAOMask material node - allows procedural texturing using Ambient Occlusion computed by Lightmass
* bGenerateAmbientOcclusionMaterialMask must be enabled in WorldSettings for the mask to be produced by a lighting build.  The mask is stored in a BC4 texure which adds half a byte per lightmap texel.

[CL 2608090 by Daniel Wright in Main branch]
2015-07-01 15:54:45 -04:00
Nick Darnell
174c879c11 Build - Build fixes relating to the removal of the implicit constructor for FLinearColor to FColor.
[CL 2593915 by Nick Darnell in Main branch]
2015-06-19 14:12:06 -04:00
Daniel Wright
e0a92fca80 Area shadowing for precomputed shadows from stationary lights
* New light Lightmass setting 'bUseAreaShadowsForStationaryLight'
* Removed 'DistanceFieldPenumbraSize' project setting, uniform penumbra size comes from each light's LightSourceAngle or SourceRadius using a heuristic now

[CL 2590302 by Daniel Wright in Main branch]
2015-06-17 12:22:02 -04:00
Daniel Wright
3c28e1dac7 Added bUseVertexNormalForHemisphereGather Lightmass primitive setting for foliage static lighting, in cases where artists want foliage lighting to match the underlying terrain
[CL 2561943 by Daniel Wright in Main branch]
2015-05-21 20:21:01 -04:00
Daniel Wright
3de85a8623 Fixed Lightmass crash from new FString[] semantics
#codereview Jamie.Dale

[CL 2555510 by Daniel Wright in Main branch]
2015-05-18 14:02:55 -04:00
Gareth Martin
6c25d46637 Fixed landscape holes not letting light through
Fixed landscape sometimes reflecting the wrong light colour
- both were due to lightmass assuming only one UV channel and 0-1 UVs (Landscape uses UV#3 for weightmap coords and it isn't 0-1) and incorrectly handling the expanded components (the landscape light mesh is expanded to fix seams in the light/shadow maps of adjacent components)
- the fix for holes doesn't use the material because of the expanded components, so would require rendering 9 materials to one output texture, which was too horrible to make work. Ideally we wouldn't expand the components at all :(

[CL 2545362 by Gareth Martin in Main branch]
2015-05-11 10:10:25 -04:00
Dmitry Rekman
047f26fdc3 UnrealLightmass: fixed shadowing bugs.
#codereview Daniel.Wright, Marc.Audy, Michael.Trepka, Mark.Satterthwaite
#lockdown Zachary.EdgertonJones

[CL 2521914 by Dmitry Rekman in Main branch]
2015-04-22 17:51:59 -04:00
Zachary EdgertonJones
788c90cf43 Checking in TPS reports for first pass
[CL 2493970 by Zachary EdgertonJones in Main branch]
2015-03-27 12:10:09 -04:00
Brian Karis
d3b0603276 PR #668: Added color temperature property for lights! (Contributed by JedTheKrampus)
https://github.com/EpicGames/UnrealEngine/pull/668

[CL 2492899 by Brian Karis in Main branch]
2015-03-26 19:26:04 -04:00
Ben Marsh
ddf1fa6832 Remove bBuildRocket from GUBP_AlwaysBuildWithTools; doesn't seem to be needed any more (and if it is, we need to fix it in a way that doesn't make "rocket" distinctions)
[CL 2476687 by Ben Marsh in Main branch]
2015-03-12 08:29:35 -04:00
Gareth Martin
4f1d1f101c Fix Landscape lighting when rotated
Normals weren't being rotated

[CL 2423889 by Gareth Martin in Main branch]
2015-01-29 11:45:50 -05:00
Kellan Carr
ddda49604d build script, add cross compile node on windows for linux, remove linux compiles from win64 tools node
[CL 2398710 by Kellan Carr in Main branch]
2015-01-06 10:24:25 -05:00
Daniel Wright
10d3542bb2 Bumped Swarm cached static meshes to work around corrupt cache
[CL 2389271 by Daniel Wright in Main branch]
2014-12-15 18:01:29 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Simon Tovey
dc448bd092 Stubbed out support for all VM ops. Most need a vectorized implementation.
Sin and Cos implementation is done.

#codereview Lee.Clark, Olaf.Piesche

[CL 2373587 by Simon Tovey in Main branch]
2014-12-02 05:52:32 -05:00
Ben Marsh
2cef4f4edd Fix more warnings in Lightmass due to deprecated functions.
[CL 2371149 by Ben Marsh in Main branch]
2014-11-26 16:36:02 -05:00
Ben Marsh
07dc18aaec Fix build warnings due to deprecated functions.
[CL 2370999 by Ben Marsh in Main branch]
2014-11-26 14:16:02 -05:00
Matthew Griffin
f1c4513760 Renaming FVector ClampSize and SafeNormal functions for clarity
Used DEPRECATED Macro to keep old names around in case I've missed anything

[CL 2370785 by Matthew Griffin in Main branch]
2014-11-26 10:01:12 -05:00
Kellan Carr
f426b4959b build script, cross compile unreallightmass
[CL 2369061 by Kellan Carr in Main branch]
2014-11-24 17:40:07 -05:00
Dmitry Rekman
b8444adef8 Fixed clang warnings (&& and || in the same scope) in Lightmass.
- No change in code behavior (the code was correct AFAICT).

#codereview Daniel.Wright

[CL 2366031 by Dmitry Rekman in Main branch]
2014-11-19 23:45:24 -05:00