Problems with Lighting

Discussion in 'Halo and Forge Discussion' started by I I3litzkrieg I, Jan 5, 2016.

  1. I I3litzkrieg I

    I I3litzkrieg I Legendary

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    Hey everyone I'm working a couple maps on Parallax (H5) and I am having issues lighting my map up. It's just really dark even when I have several lights in there with really long width and length. Is there a way to just make it bright? Without having blinding lights all over the place? Thanks!
     
  2. Suicufnoc

    Suicufnoc Ancient
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    Mess with the fog settings, should do what you want. Make distance fog brightness high. Bake to see true changes
     
  3. Larry Tanng

    Larry Tanng Forerunner
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    I'm making a map on Parallax right now. I haven't tried the fog thing as stated above yet, but what I did do was turn the filter to Nova and made all my walls Eggshell color and all my floors Grey 20%, (not the game's walls and floors but my walls and floors). I still had to put a few lights, but things seem to look a lot nicer and brighter now. My map is 90% indoors too.
     
  4. GeneralSunTzu

    GeneralSunTzu Legendary

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    Suicufnoc likes this.
  5. I I3litzkrieg I

    I I3litzkrieg I Legendary

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    Hey thanks everyone! The fog settings did help and so did changing the color of everything.
     
  6. Lazy Animator

    Lazy Animator Legendary

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    I know this has been talked about to death but of course it's still a problem so I figured I'd vent a bit. The new lighting system 343 has added into Halos engine is total garbage. It looks sooo bad, and makes this otherwise good looking game look like crap. Supposedly this is global illumination or physically based lighting or whatever, it's supposed to be more realistic. But it's all jagged and usually only smooths out about 40 feet away from your face. You can see the threshold between low detail and "high" detail moving right along with you! It's even worse in forge, where you actually need to watch your budget because the game can only cast so many shadows before it starts losing it. Can we please go back to halo 3 and reach where everything looked good and not totally immersion breaking. I can't see in my maps anymore because it's either too bright or too dark. It's just way too much work, like I'm fighting the system to make things look decent. Thank you.
     
    #6 Lazy Animator, Mar 18, 2016
    Last edited: Mar 19, 2016
  7. TruncateComb6

    TruncateComb6 Legendary

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    The lighting in the beta looked gorgeous, but it was 720p. Just HD enough for me but apparently with all this Esports hype it's 1080p 60 FPS or bust.

    To the OP lighting is very tricky to figure out. I still am working out many kinks. Remember to use light bake as efficiently as you can. I'm not sure what exactly happens when you go over cap, but I try not to. If you have an object set to light bake, it will recieve shadows from other objects and light more effectively. On this topic, baked lights cast shadows and appear farther away, but take up budget.

    Dynamic lights are good for small or moving lights. They do not cast shadows nor cost budget. They simply cast a light onto surfaces and look pretty. Setting an object's light bake to off is risky, because sometimes no light bake objects don't intermingle well with 'light bake' objects. Try experimenting, it's how I learned through trial and error.

    As to your brightness problem, mess with the 'brightness number' I find a number around 0.80 to 2.00 to be effective for dynamic indoor lightings of large spaces with a white light. I also like to keep the "fall-off ratio" number down to 0.10 or 0.20 so the light fades softly rather than abruptly, but remember to up the length and width a bit to compensate.
     
    #7 TruncateComb6, Mar 18, 2016
    Last edited: Mar 18, 2016

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