HDR lighting casts bad shadow Help.

Discussion in 'Mapping Questions & Discussion' started by HueZee_, Aug 18, 2019.

  1. HueZee_

    HueZee_ L1: Registered

    Messages:
    28
    Positive Ratings:
    5
    Having trouble with my lighting it keeps casting really unusual shadows on my brushes.
    I'm unsure what the cause could be. some parts of my map are fine. others are really bad. upload_2019-8-19_0-20-35.png
    upload_2019-8-19_0-20-1.png


    Code:
    ** Executing...
    ** Command: "E:\Virtual Games\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\Virtual Games\steamapps\common\Team Fortress 2\tf" "e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original"
    
    Valve Software - vbsp.exe (Aug  2 2018)
    8 threads
    materialPath: E:\Virtual Games\steamapps\common\Team Fortress 2\tf\materials
    Loading e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/trade_facility_original/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/trade_facility_original/nature/blendconcretetograss002_wvt_patch
    Patching WVT material: maps/trade_facility_original/nature/blendgroundtograss008_nodetail_wvt_patch
    Patching WVT material: maps/trade_facility_original/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/trade_facility_original/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/trade_facility_original/nature/blendrockgroundwallsnow_wvt_patch
    Patching WVT material: maps/trade_facility_original/nature/blendgroundtosnow001_wvt_patch
    Patching WVT material: maps/trade_facility_original/coalmines/blendbeach_to_beach_wvt_patch
    Patching WVT material: maps/trade_facility_original/winter/blendgrasstograss002_wvt_patch
    Patching WVT material: maps/trade_facility_original/coalmines/blendgroundtograss_coalmines2_wvt_patch
    Patching WVT material: maps/trade_facility_original/coalmines/blendgroundtograss_coalmines_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 2260 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (1338115 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 8370 texinfos to 3569
    Reduced 365 texdatas to 304 (15134 bytes to 12577)
    Writing e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp
    Wrote ZIP buffer, estimated size 84283, actual size 62495
    10 seconds elapsed
    
    ** Executing...
    ** Command: "E:\Virtual Games\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\Virtual Games\steamapps\common\Team Fortress 2\tf" "e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original"
    
    Valve Software - vvis.exe (Aug  2 2018)
    8 threads
    reading e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp
    reading e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.prt
    1232 portalclusters
    3795 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (68)
    Optimized: 2366 visible clusters (0.75%)
    Total clusters visible: 314692
    Average clusters visible: 255
    Building PAS...
    Average clusters audible: 579
    visdatasize:214255  compressed from 394240
    writing e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp
    1 minute, 8 seconds elapsed
    
    ** Executing...
    ** Command: "E:\Virtual Games\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -final -game "E:\Virtual Games\steamapps\common\Team Fortress 2\tf" "e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original"
    
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp
    Setting up ray-trace acceleration structure... Done (3.35 seconds)
    12533 faces
    6 degenerate faces
    2561169 square feet [368808320.00 square inches]
    213 Displacements
    421716 Square Feet [60727136.00 Square Inches]
    12527 patches before subdivision
    193317 patches after subdivision
    sun extent from map=0.121869
    209 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (241)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (33)
    transfers 25959194, max 1639
    transfer lists: 198.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(550933, 454323, 396589)
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        Bounce #10 added RGB(30, 17, 7)
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        Bounce #11 added RGB(13, 7, 3)
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        Bounce #12 added RGB(6, 3, 1)
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        Bounce #13 added RGB(3, 1, 0)
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        Bounce #14 added RGB(1, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0448 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                 172/1024         8256/49152    (16.8%)
    brushes               3563/8192        42756/98304    (43.5%)
    brushsides           27604/65536      220832/524288   (42.1%)
    planes               15098/65536      301960/1310720  (23.0%)
    vertexes             22281/65536      267372/786432   (34.0%)
    nodes                 4293/65536      137376/2097152  ( 6.6%)
    texinfos              3569/12288      256968/884736   (29.0%)
    texdata                304/2048         9728/65536    (14.8%)
    dispinfos              213/0           37488/0        ( 0.0%)
    disp_verts           15461/0          309220/0        ( 0.0%)
    disp_tris            24192/0           48384/0        ( 0.0%)
    disp_lmsamples      363792/0          363792/0        ( 0.0%)
    faces                12533/65536      701848/3670016  (19.1%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             9110/65536      510160/3670016  (13.9%)
    leaves                4466/65536      142912/2097152  ( 6.8%)
    leaffaces            14652/65536       29304/131072   (22.4%)
    leafbrushes           6392/65536       12784/131072   ( 9.8%)
    areas                   16/256           128/2048     ( 6.3%)
    surfedges            98682/512000     394728/2048000  (19.3%)
    edges                63257/256000     253028/1024000  (24.7%)
    LDR worldlights        209/8192        18392/720896   ( 2.6%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            5/32768          60/393216   ( 0.0%)
    waterstrips           1358/32768       13580/327680   ( 4.1%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         27246/65536       54492/131072   (41.6%)
    cubemapsamples          22/1024          352/16384    ( 2.1%)
    overlays                50/512         17600/180224   ( 9.8%)
    LDR lightdata         [variable]     9740136/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      214255/16777216 ( 1.3%)
    entdata               [variable]      198593/393216   (50.5%)
    LDR ambient table     4466/65536       17864/262144   ( 6.8%)
    HDR ambient table     4466/65536       17864/262144   ( 6.8%)
    LDR leaf ambient     18843/65536      527604/1835008  (28.8%)
    HDR leaf ambient      4466/65536      125048/1835008  ( 6.8%)
    occluders                0/0               0/0        ( 0.0%)
    occluder polygons        0/0               0/0        ( 0.0%)
    occluder vert ind        0/0               0/0        ( 0.0%)
    detail props          [variable]           1/12       ( 8.3%)
    static props          [variable]           1/89600    ( 0.0%)
    pakfile               [variable]       62495/0        ( 0.0%)
    physics               [variable]     1338115/4194304  (31.9%)
    physics terrain       [variable]       74949/1048576  ( 7.1%)
    
    Level flags = 0
    
    Total triangle count: 36826
    Writing e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp
    4 minutes, 53 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp
    Setting up ray-trace acceleration structure... Done (3.46 seconds)
    12533 faces
    6 degenerate faces
    2561169 square feet [368808320.00 square inches]
    213 Displacements
    421716 Square Feet [60727136.00 Square Inches]
    12527 patches before subdivision
    193317 patches after subdivision
    sun extent from map=0.121869
    209 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (244)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (33)
    transfers 25959260, max 1639
    transfer lists: 198.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(473796, 421358, 380988)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(111568, 93067, 77670)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #3 added RGB(29686, 23421, 17922)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(9544, 7345, 5116)
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        Bounce #5 added RGB(3133, 2329, 1477)
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        Bounce #6 added RGB(1134, 815, 468)
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        Bounce #7 added RGB(424, 292, 152)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(167, 110, 52)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(68, 42, 18)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(29, 17, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(12, 7, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(5, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #14 added RGB(1, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0467 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                 172/1024         8256/49152    (16.8%)
    brushes               3563/8192        42756/98304    (43.5%)
    brushsides           27604/65536      220832/524288   (42.1%)
    planes               15098/65536      301960/1310720  (23.0%)
    vertexes             22281/65536      267372/786432   (34.0%)
    nodes                 4293/65536      137376/2097152  ( 6.6%)
    texinfos              3569/12288      256968/884736   (29.0%)
    texdata                304/2048         9728/65536    (14.8%)
    dispinfos              213/0           37488/0        ( 0.0%)
    disp_verts           15461/0          309220/0        ( 0.0%)
    disp_tris            24192/0           48384/0        ( 0.0%)
    disp_lmsamples      363792/0          363792/0        ( 0.0%)
    faces                12533/65536      701848/3670016  (19.1%)
    hdr faces            12533/65536      701848/3670016  (19.1%)
    origfaces             9110/65536      510160/3670016  (13.9%)
    leaves                4466/65536      142912/2097152  ( 6.8%)
    leaffaces            14652/65536       29304/131072   (22.4%)
    leafbrushes           6392/65536       12784/131072   ( 9.8%)
    areas                   16/256           128/2048     ( 6.3%)
    surfedges            98682/512000     394728/2048000  (19.3%)
    edges                63257/256000     253028/1024000  (24.7%)
    LDR worldlights        209/8192        18392/720896   ( 2.6%)
    HDR worldlights        209/8192        18392/720896   ( 2.6%)
    leafwaterdata            5/32768          60/393216   ( 0.0%)
    waterstrips           1358/32768       13580/327680   ( 4.1%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         27246/65536       54492/131072   (41.6%)
    cubemapsamples          22/1024          352/16384    ( 2.1%)
    overlays                50/512         17600/180224   ( 9.8%)
    LDR lightdata         [variable]     9740136/0        ( 0.0%)
    HDR lightdata         [variable]     9740136/0        ( 0.0%)
    visdata               [variable]      214255/16777216 ( 1.3%)
    entdata               [variable]      198593/393216   (50.5%)
    LDR ambient table     4466/65536       17864/262144   ( 6.8%)
    HDR ambient table     4466/65536       17864/262144   ( 6.8%)
    LDR leaf ambient     18843/65536      527604/1835008  (28.8%)
    HDR leaf ambient     17557/65536      491596/1835008  (26.8%)
    occluders                0/0               0/0        ( 0.0%)
    occluder polygons        0/0               0/0        ( 0.0%)
    occluder vert ind        0/0               0/0        ( 0.0%)
    detail props          [variable]           1/12       ( 8.3%)
    static props          [variable]           1/89600    ( 0.0%)
    pakfile               [variable]       62495/0        ( 0.0%)
    physics               [variable]     1338115/4194304  (31.9%)
    physics terrain       [variable]       74949/1048576  ( 7.1%)
    
    Level flags = 0
    
    Total triangle count: 36826
    Writing e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp
    4 minutes, 56 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "e:\virtual games\steamapps\common\team fortress 2\tf\download\maps\tf2_maps\huezee_vmf\trade_facility_original.bsp" "E:\Virtual Games\steamapps\common\Team Fortress 2\tf\maps\trade_facility_original.bsp"
    
    
     
  2. Sandwhip

    aa Sandwhip

    Messages:
    179
    Positive Ratings:
    86
    It seems as though VRAD was run twice in this compile; which is likely the source of your problem. Honestly I have no clue you managed to get that to happen but you'll probably be good after fixing it.
     
  3. HueZee_

    HueZee_ L1: Registered

    Messages:
    28
    Positive Ratings:
    5
    i tried a number of things.
    multiple compiles, managed to render with vrad only once a dozen times before this log idk why either. seems like an anomaly to me.
    i tried making the brushes func_detail and world, i tried moving light entitys closer and further.
    i tried adding HDR skybox and light
    i think the solution was a mix of HDR scale and simply increasing the brightness by a bit on the lights.
    it seems to have fixed itself when i put focused lighting on the problems.
     
  4. HueZee_

    HueZee_ L1: Registered

    Messages:
    28
    Positive Ratings:
    5
    I cannot seem to get rid of the multiple Vrad anymore. nothing on google about it
     
  5. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    382
    Positive Ratings:
    289
    If you're compiling both LDR and HDR lighting, VRAD have to run twice since it calculates each lighting set separately. The actual problem just seems like a smoothing bug to me. Try fiddling around with the texture alignment on the affected faces. If they are set to face alignment, try changing them to world alignment. And if they are world aligned, try face aligning them with their neighboring faces by selecting that face and alt-right clicking on the face you want to align.
     
  6. HueZee_

    HueZee_ L1: Registered

    Messages:
    28
    Positive Ratings:
    5
    thanks for the suggestion. may i ask you is there a benefit to compiling both LDR and HDR?
     
  7. Vel0city

    aa Vel0city func_fish

    Messages:
    1,944
    Positive Ratings:
    1,557
    People who don't have HDR enabled in their in-game settings will have the map on fullbright when you don't compile LDR lighting info. Otherwise, people with HDR on will just see normal lighting when you don't compile HDR.

    Judging from your first picture you have made some separate brushes to form that wall (with the lights in the wall). If the lightmap grids don't line up or are of different values you will get these kinds of lighting effects (each square in this grid has lighting information for that square, a denser grid on a brush means more detailed lighting/shadows but longer compile times and a larger file size).
     
  8. HueZee_

    HueZee_ L1: Registered

    Messages:
    28
    Positive Ratings:
    5
    upload_2019-8-19_18-46-55.png

    Im pretty familiar with lightmaps and aligning textures, that was the first thing i did. increasing the strength of the light on the wall seemed to fix most of the issue.

    upload_2019-8-19_18-49-10.png
     
  9. HueZee_

    HueZee_ L1: Registered

    Messages:
    28
    Positive Ratings:
    5
    what can i use to tweak the hdr lighting form being too bright when its perfect in LDR?
     
  10. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    382
    Positive Ratings:
    289
    Every light entity has an optional separate brightness setting for HDR, as well as a HDR scale value. Try lowering the HDR scale value until it looks right.
     
  11. Midlou

    Midlou L3: Member

    Messages:
    134
    Positive Ratings:
    132
    Just put nodraw behind the arc and should be fixed...
     
  12. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,153
    Positive Ratings:
    789
    You don't need to set a separate HDR brightness value for each light entity, just create an env_tonemap_controller and use a logic_auto to send it inputs to adjust auto exposure and bloom scale.