Lights and other questions about Armory 0.6 alpha0

Hello everyone,

After a long absence, here I am again!
I downloaded the new version of Armory (0.6 aplha0) and started having fun with it.
In this first scene, a part of a torus is instantiated by an array to form a corridor.

ArmoryAlpha06Test_HALF

My first questions are about the lights.

  • Is it possible to have more than 4 light sources in a scene? If so, how? In the example above, the first 4 light sources of my scene are well rendered, but the following ones are ignored.
  • Do the Area Ligths work? I had to use Point Ligths, the Areas do not produce any lights when I launch the application.
  • Is it possible to avoid large flat areas of colour when the light is low? Below is an example without the HDR option and then with.


  • Environment textures are not supported? It’s just the HDR format the problem? When I add an HDR map, Armory returns the following errors :

Armory v0.6 ($Id: ebccb44905d7131d996bc0d21e7836e6d91df402 $)
OS: win, Target: krom, GAPI: direct3d11, Blender: 2.80 (sub 39)
CMFT info: Converting latlong image to cubemap.
CMFT info: Saving spherical harmonics coefficients to D:\Blender - Armory\Test T
opic/build_Test/compiled/Assets/envmaps/graffiti_shelter_2k_irradiance.c
CMFT info: Done.
CMFT WARNING: Invalid input!

Traceback (most recent call last):
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\props_ui.py”, line 476, in execute
make.play(is_viewport=False)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make.py”, line 408, in play
build(target=runtime_to_target(is_viewport), is_play=True, is_viewport=is_vi
ewport)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make.py”, line 357, in build
export_data(fp, sdk_path)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make.py”, line 94, in export_data
make_world.build()
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make_world.py”, line 17, in build
build_node_tree(scene.world)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make_world.py”, line 30, in build_node_tree
parse_world_output(world, output_node)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make_world.py”, line 64, in parse_world_output
parse_surface(world, surface_node)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make_world.py”, line 84, in parse_surface
parse_color(world, color_node)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\make_world.py”, line 157, in parse_color
mip_count = write_probes.write_probes(filepath, disable_hdr, mip_count, arm_
radiance=rpdat.arm_radiance)
File “D:/Utils - 3D/Blender/Armory 0.6alpha0 - Blender 2.8/armsdk//armory/blen
der\arm\write_probes.py”, line 179, in write_probes
mip_name + ‘.hdr’)
FileNotFoundError: [WinError 2] Le fichier sp├®cifi├® est introuvable: ‘D:\Blen
der - Armory\Test Topic/build_Test/compiled/Assets/envmaps/graffiti_shelter_2k_
radiance_0_512x256.hdr’ → ‘D:\Blender - Armory\Test Topic/build_Test/compiled
/Assets/envmaps/graffiti_shelter_2k_radiance_0.hdr’

location: :-1

location: :-1

  • I am also looking at how to create a glass material, the “Transmission” parameter of the Principled BSDF and the “Armory PBR” has no impact (in the previous example, Suzanne has her Transmission parameter at 1 and the Translucency rendering parameter is at “Auto”. If I switch Translucency to “On”, my whole scene is black when I start the project).
  • Finally, are there any plans to integrate a Parallax Occlusion Mapping shader into Armory?

Thank you in advance for your help! :hugs:

Right now Armory’s renderer is being refactored for the 0.6 release so lots of stuff with lights and transparency and other graphics stuff is kind of broken at the moment. It should be more stable after 0.6 is released. I’m not sure if that will fix all of your issues, but we’ll have to wait until 0.6 comes out to verify.

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Hi zicklag,

Okay, I realize that not everything can work on an alpha, but maybe on these specific points I’m not doing it right. :roll_eyes:

Maybe with the HDR ( I’ve never tried that before ), but I have problems with the lights too, and the transparency is a known issue so it probably isn’t your fault.

When I place multiple lights, even in simple scenes, only one of them will cast shadows and things get pretty wrong looking, and with the Forward renderer, things don’t always even compile.

I think HDR should work with 0.6 alpha, because i have seen them being used and its work.

Yep, Area lights are currently buggy and lubos also commented that in Discord.

I think there is problem with transparency too.

I am getting bugs like thats too, I think that happen becasue of Area lighting or Voxel AO and i think that happen because of parenting light to object, which cause light to cast shadow only to object it is parented too, but not sure which is the real problem.

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