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by ogurechny
1831 days ago
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A lot of valuable work on Blender side, but the main goal is questionable, and author explains why. Pre-calculated lighting had very little to do with physical correctness, it was purely an artistic placement of light sources in a specific map processed with a specific tool (official or third party) with specific defaults. Two adjacent rooms could be lit in a very different manner because map maker decided it looked good; two maps coming from different sources could not be expected to share any common lighting principles. Quirks like overbright values were not even consistent among officially supported renderers, and were inherited by later Quake and Source engines (which would add their own quirks and light processing options). To put it shortly, there was no reference for the final result except the final result itself, and it often was unstable (changing textures, geometry, or processing constants would shift the look too much, and require fixes). To make the game look as intended, you have to somehow rely on original lightmaps that are tightly coupled with original low resolution geometry and textures. Given that people still argue which of the original renderers gives the “true” picture, I have my doubts about making a new one that pretends some average light model is good enough for everything. Even for episode 1, hand-placed lights had to be reintroduced into the system, and ad-hoc fixes had to be done, but manual fixes are not an option for all the existing maps. |
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Kind of, but on the other hand:
> people still argue which of the original renderers
Now you have N+1 renderers - I'm not sure why the new one would be any more questionable than the last N-1. Obviously you shouldn't pretend this is somehow "the way it was meant to be rendered", but they don't seem to claim that; rather, this is one additional option of how to render it, with novel upsides not shared by the previous ones (but also with it's own set of downsides).