The result of an optimization technique that involves prebaking all static lighting and shadows and then applying it as a additive layer on top of static geometry at run time.
2
votes
0answers
65 views
Rasterization Rules and States
This thread directly concerns lightmap generation; however, indirectly, the rasterization of polygons by the GPU.
I am currently generating lightmaps using a pixel shader. To the shader I send 3 ...
3
votes
1answer
140 views
Finding Pixels within UV Coordinates
I am building lightmaps for 3D models. My lightmap algorithm needs to determine which pixels( lumels ) within the lightmap texture fall within the boundary of a mesh face( triangle )...this process ...
2
votes
1answer
61 views
Lightmapped prefabs for procedural content
I'm doing a game with procedural content from handmade prefabs, but I ran into a problem as Unity bakes the scene instead of objects when lightmapping with Beast. So when the prefabs are instanced ...
2
votes
1answer
179 views
Rendering lightmaps at runtime
I'm creating a procedural terrain system for Unity. And I'm looking for ways to efficiently cast self-shadows on it. If it wasn't procedural, I could simply bake a lightmap using Beast. But, I can't ...
2
votes
1answer
99 views
UV Atlas Generation and Seam Removal
I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the ...
1
vote
1answer
100 views
Light Map Generation using DirectX
I'm trying to build lightmaps for an engine I'm working on. I'm using DirectX 9 w/c++ but my questions are related to the methodology behing the generation of light maps.
I have a scene built from ...
1
vote
1answer
252 views
Lightmapping & runtime combine children
Is it possible to have lightmapping on runtime generated combine children in Unity? It is possible to bake combined meshes when they are done in the editor, but the .apk/.ipa size increases too much.
...
0
votes
1answer
67 views
Weird rendering issue when applying lightmap through HLSL
I have a weird issue when trying to render the lightmaps in my game.
Please see the following screenshots.
Note how the scene looks up close with the lightmaps enabled.
Note how that same part of ...
13
votes
1answer
651 views
How do I blend 2 lightmaps for day/night cycle in Unity?
Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far.
So I've been working on this for a while now, I have a whole day/night cycle set up for renderers ...