I'm in love with the beast! (Lightmapping demonstration)

I’m in love with the beast!

This evening I just played around a bit with Unity3’s new beast lightmapping and cloth physics. So I did some modeling(very simple stuff, actually), put them together in a scene and did some light tests. My conclusion? Beast lightmapping is pure gold.

You can check out the webplayer here.
Would love to see some coments.

old version

Oh btw, I know that the lightmaps are pretty low Res right now, but I guess you get the idea…

EDIT:
Ha, kinda embarrassing. I forgot to model the doors and windows. I’ve fixed that now in the new version…

very nice scene, looks like some old horror movie. but without the shadow of the fabrics the projection of the windows looks a little weird.
nice work

This was sooo cool, makes me want to make a haunted mansion game or something!

Cloth physics are awesome. Beäst stuff needs some work. :wink:

“Broken” / pixelated, banding, and widely-varying color in the mipmap causing 1-pixel anomalies:

408953--14155--$Screen shot 2010-10-16 at 6.22.25 PM.png
408953--14156--$Screen shot 2010-10-16 at 6.22.36 PM.png
408953--14157--$Screen shot 2010-10-16 at 6.22.14 PM.png

Hi, Inkognito.

Nice staff, though Beast is capable of much much more!

Wouldn’t you mind to upload your scene somewhere so I could try a few lightmapping tricks with it? :wink:

Thanks guys for your kind words.

@NemorisGames
Definitely agree with you about the curtains, but I really can’t think of a way to tweak that with Unity Indie. Hmmm… if anyone has an idea, help me out:p

@redcap
haha, cool :wink:

@Jessy
Thanks for your time taking these pictures.
Yep, I saw these seams and tried to get rid of them by playing around with the lightmap settings. Nothing seemed to work though. Is there any trick to fix that IN Unity, or is the only way to get rid of them to manually overpaint that in photoshop?
Oh, and yes, cloth physics ARE awesome :smile:

@Vincent Pride
Heh, I was hoping that I havn’t reached the possibilities of beast within one afternoon of experimenting :wink:
There is for sure a lot more to learn there.
About your idea. I think that is a really cool idea. I’ll upload the scene sometimes today for everyone to download und experiment with the lights. Would love to see whith what you guys come up with:)

Looks creepy and very cool :slight_smile:

Can’t wait for your scene to get available for download :slight_smile:

Sorry for uploading this so late, but here it is.

Some object names might be german, and all in all is quite chaotic,
sorry about that.
Anyway, would love to see what you can do with this scene.

Btw, I somehow can’t attach unity packages to this post. I get the error that the file is too big, but it’s nothing near 60mb. Maybe some kind of bug?

hi,

Good start of lightmap here, but you can make it lot better if you “fake” a global illumination ( if you have Unity3.0 free, in pro license, Beast make it for you).

I will explain with screenshots :
You should try to fake the bounce of light in your lighting, and try to imagine where your sun light hit, and the light bounce he produce, and his atenuation.

first screenshot is your webplayer, second is a modified screenshots where i try to add some light bounce and atenuation. You should take this image as example to make your lightmap better i think.

and sorry for bad english, french guy :stuck_out_tongue:

410764--14214--$ig_less.jpg
410764--14215--$ig.jpg

Here are screenshots from my first iteration featuring full moon and glowing vaze :slight_smile:

All the lighting is done by calculating radiosity from the single directional light and orange emissive material.

The scene looks a bit overbrighted for my taste and you can see a few artifacts here and there, but nonetheless I’m rather happy with results. I’ve added Final Gather as secondary integrator (which is off by default) and scaled it’s intensity up to 200% to fill the scene with cool and soft indirect lighting (so scattered energy is doubled every bounce). I’ll tweak a few values and lighting parameters and update later :smile:

Current lightmap resolution is 32. Took about 3 hours on my laptop.
Custom Beast Settings XML:

<?xml version="1.0" encoding="ISO-8859-1"?>
<ILConfig>
  <AASettings>
    <samplingMode>Adaptive</samplingMode>
    <clamp>false</clamp>
    [COLOR="darkred"]<contrast>0.0</contrast>[/COLOR]
    <diagnose>false</diagnose>
   [COLOR="darkred"] <minSampleRate>2</minSampleRate>
    <maxSampleRate>2</maxSampleRate>[/COLOR]
    <filter>Gauss</filter>
   [COLOR="darkred"] <filterSize>
      <x>3.0</x>
      <y>3.0</y>
    </filterSize>[/COLOR]
  </AASettings>
  <RenderSettings>
    <bias>0</bias>
    <maxShadowRays>10000</maxShadowRays>
  </RenderSettings>
  <EnvironmentSettings>
    [COLOR="darkred"]<giEnvironment>None</giEnvironment>[/COLOR]
    <skyLightColor>
      <r>1</r>
      <g>1</g>
      <b>1</b>
      <a>1</a>
    </skyLightColor>
    [COLOR="darkred"]<giEnvironmentIntensity>0</giEnvironmentIntensity>[/COLOR]
  </EnvironmentSettings>
  <FrameSettings>
    <inputGamma>1</inputGamma>
  </FrameSettings>
  <GISettings>
    <enableGI>true</enableGI>
    <fgPreview>false</fgPreview>
   [COLOR="darkred"] <fgRays>10000</fgRays>[/COLOR]
    [COLOR="darkred"]<fgContrastThreshold>0</fgContrastThreshold>[/COLOR]
    <fgGradientThreshold>0</fgGradientThreshold>
    <fgCheckVisibility>true</fgCheckVisibility>
    <fgInterpolationPoints>15</fgInterpolationPoints>
    [COLOR="darkred"]<fgDepth>5</fgDepth>[/COLOR]
    <primaryIntegrator>FinalGather</primaryIntegrator>
    <primaryIntensity>1</primaryIntensity>
    <primarySaturation>1</primarySaturation>
    [COLOR="red"]<secondaryIntegrator>FinalGather</secondaryIntegrator>[/COLOR]
    [COLOR="darkred"]<secondaryIntensity>2</secondaryIntensity>[/COLOR]
    <secondarySaturation>1</secondarySaturation>
    <fgAOInfluence>0</fgAOInfluence>
    <fgAOMaxDistance>0</fgAOMaxDistance>
    <fgAOContrast>0</fgAOContrast>
    <fgAOScale>0</fgAOScale>
  </GISettings>
  <TextureBakeSettings>
    <bgColor>
      <r>1</r>
      <g>1</g>
      <b>1</b>
      <a>1</a>
    </bgColor>
    <bilinearFilter>true</bilinearFilter>
    <conservativeRasterization>true</conservativeRasterization>
   [COLOR="darkred"] <edgeDilation>10</edgeDilation>[/COLOR]
  </TextureBakeSettings>
</ILConfig>

where did you changed that file?

It seems like it works with Pro only but still:
http://unity3d.com/support/documentation/Manual/Lightmapping%20custom%20settings.html

Generating XML disables standart options tab for Beast, to enable it again just delete generated XML file from the project.

omg jucy info right there!
didn’t knew that… thanks Vincent!

-cheers!

this looks really fun!
but 3h is waayyy to much time for the amount of artifacts and the complexity of this scene. there must be a way to tweak these settings to get a better and faster result.
unfortunately i don’t have pro, so i wont be able to play with this for now.