pureLIGHT update and feature tease
by David Chan · 10/08/2009 (1:53 am) · 22 comments
Congratulations to the Torque 3D team on releasing 1.0. I have been in the industry over 10 years now and gone through my share of development cycles and I know the blood, sweat and tears that goes into a large scale venture and I have a great amount of respect for anyone that comes out on the other end with their sanity intact. That brings us to the reason for my post. We have a bug fix update for pureLIGHT out now. So, as usual grab the build off the Garage Games site and install over top of the previous version. This version was mostly a fix for a VL export issue that some people were running into. Just reload your scene and save the lighting again and your scene will be fixed.
Now for my second reason for posting this blog. We have a new feature we will be rolling out in the near future called Render Preview. This feature will let you grab a snapshot of what the final lighting will look like in your level in minutes. In fact I was able to render the following screen shot at 64 samples on a 2.83GHz quad core in 3 minutes and 43 seconds.
Pretty snazzy isn’t it? We are currently testing this new feature and will roll it into out next point release. Don’t forget that pureLIGHT is still available at introductory of $350.00 until the end of October. So grab pureLIGHT and raise the quality bar for your Torque 3D project.
Now for my second reason for posting this blog. We have a new feature we will be rolling out in the near future called Render Preview. This feature will let you grab a snapshot of what the final lighting will look like in your level in minutes. In fact I was able to render the following screen shot at 64 samples on a 2.83GHz quad core in 3 minutes and 43 seconds.
Pretty snazzy isn’t it? We are currently testing this new feature and will roll it into out next point release. Don’t forget that pureLIGHT is still available at introductory of $350.00 until the end of October. So grab pureLIGHT and raise the quality bar for your Torque 3D project.
About the author
Got my start at BioWare in 1999. First project was MDK2 and last project was Mass Effect. Since then I've worked on indie titles and other games like Prey and Splinter Cell. Got my start at pureLIGHT late last year as the Product Manager.
#2
PureLight is great. Well worth the money.
10/08/2009 (3:31 am)
Preview looks like a nice function!PureLight is great. Well worth the money.
#3
I bet it looks sweet in motion
10/08/2009 (6:23 am)
Looks great David. Can't wait to play with the tech when we move up to Torque 3D:)I bet it looks sweet in motion
#4
10/08/2009 (6:56 am)
Wow! That's Awesome!
#5
10/08/2009 (8:31 pm)
@Phil: You just cringe at those hand drawn fly through videos, eh? ;)
#7
please try to put a transform gizmo for lights too pleeeez!
10/08/2009 (10:19 pm)
beautiful this will be a great time saver!please try to put a transform gizmo for lights too pleeeez!
#8
10/08/2009 (10:50 pm)
Haru, you can move lights.Just Enable Mouse Movement and then select a light and use Shift, Control or Alt to move it on different axis. We are looking into making it easier.
#9
thanks.
PureLight is already way faster than baking in Max, but is anyhting ever really fast enough?
I feel the need, the need for speed
10/09/2009 (12:11 am)
ah, nice! I didn't even know that was possiblethanks.
PureLight is already way faster than baking in Max, but is anyhting ever really fast enough?
I feel the need, the need for speed
#10
10/09/2009 (7:17 pm)
Well, Tom has more optimizations up his sleeve that will make it into a future release :)
#11
10/09/2009 (10:12 pm)
Great, thanks for the news!
#12
10/09/2009 (11:34 pm)
I always have optimizations up my sleeves :) I have a few more in mind, trick is in actually implementing them...
#13
10/12/2009 (10:03 am)
Looks great, but for some reason I doubt it will actually turn out looking like this in T3D
#14
10/12/2009 (11:17 pm)
No, it won't look like that in T3D or any other engine, as that's purely a raytraced render. But, it does give a reasonably quick preview of what your lighting is going to look like.
#15
10/13/2009 (6:25 am)
It gives you a quick preview and it actually looks really close to the final product. I'll post a shot from that angle from the fully lit scene tomorrow.
#16

The limiting factor is lightmap resolution. You could get the shadows pretty well identical, but you have to turn the resolution up.
10/13/2009 (7:47 pm)
Here is a picture of the same scene in pureLIGHT. It won't look much different in Torque 3D.
The limiting factor is lightmap resolution. You could get the shadows pretty well identical, but you have to turn the resolution up.
#17
If you can take a screenshot of this running in T3D and post a link to it. That would be great. Love to see how it looks, I usually dont care of what it might look like.
10/14/2009 (12:27 am)
Hey David,If you can take a screenshot of this running in T3D and post a link to it. That would be great. Love to see how it looks, I usually dont care of what it might look like.
#18
Edit:
And 20 minutes later.

Please keep in mind that this is without any material tweaks and such. Also demonstrates how fast you can get content out of pureLIGHT and into Torque 3D.
10/14/2009 (1:14 am)
Thandha, I haven't exported that scene to T3D, but when I do I'll post a screen.Edit:
And 20 minutes later.

Please keep in mind that this is without any material tweaks and such. Also demonstrates how fast you can get content out of pureLIGHT and into Torque 3D.
#19
10/15/2009 (12:31 am)
Hey Dave, looks good. Can you post a link to a native resolution screen shot? Everything always looks better when you resize it smaller :P
Associate Phillip O'Shea
If you ever feel like using Verve to create some fly through videos, throw me a line (email in profile).