Bake lights

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Bake lights

PostPosted by artgolf1000 » 21 Nov 2016, 00:47

Hi,

Unreal and Godot can bake lights for a scene, I think it is a must have feature for modern 3d engines.

Here is a solution: http://www.pmavridis.com/data/VolumeBasedDiffuseGlobalIllumination_final.pdf

It seems not too difficult to achieve, the only issue is the voxelization step is relatively costly in realtime.

But if we bake for static lights and static scenes, it's not a problem.
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Re: Bake lights

PostPosted by namic » 21 Nov 2016, 14:35

Ongoing discussion: topic2118.html
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Re: Bake lights

PostPosted by Lumak » 21 Nov 2016, 16:31

I agree the tool is a must.

I remember Josh mentioning working on a lightmap tool.
jenge wrote:Working on a scene lightmap generation tool, here's a look at an ambient occlusion bake. The lightmap UV generation and packing is quite good and uses Thekla's library from "The Witness"

Image

I made a really quick video of the Atomic Editor C# integration with Visual Studio, including debugging and edit continue. The editor and command line tooling is able to generate solutions on the fly and parse NET assemblies for component inspector information:
- Josh


He might be finished with it, if not, perhaps, collaborate.
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Re: Bake lights

PostPosted by artgolf1000 » 22 Nov 2016, 00:59

I'll look into the technique later, bake full lighting to voxel is an excellent idea, it can be used to lighten dynamic 3d models like it is in Godot engine.
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