HDR lighting casts bad shadow Help.

HueZee_

L1: Registered
Apr 28, 2018
28
15
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)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(124562, 98933, 80377)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(32479, 24524, 18336)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(10434, 7687, 5231)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(3391, 2419, 1502)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1223, 845, 476)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(455, 301, 154)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(178, 113, 53)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(72, 43, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(30, 17, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(13, 7, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(6, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    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)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(3133, 2329, 1477)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1134, 815, 468)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    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"
 

HueZee_

L1: Registered
Apr 28, 2018
28
15
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.
 

HueZee_

L1: Registered
Apr 28, 2018
28
15
I cannot seem to get rid of the multiple Vrad anymore. nothing on google about it
 
May 25, 2015
390
307
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.
 

HueZee_

L1: Registered
Apr 28, 2018
28
15
thanks for the suggestion. may i ask you is there a benefit to compiling both LDR and HDR?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
thanks for the suggestion. may i ask you is there a benefit to compiling both LDR and HDR?
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).
 

HueZee_

L1: Registered
Apr 28, 2018
28
15
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
 

HueZee_

L1: Registered
Apr 28, 2018
28
15
what can i use to tweak the hdr lighting form being too bright when its perfect in LDR?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
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.