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.
0
votes
0answers
31 views
What variables change the number of lightmaps
I need to know what changes the lightmap size.
For example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 - having larger textures or having larger quads (having more models) or ...
0
votes
1answer
63 views
Are lightmaps also considered textures?
I want my game to support phones with max texture size of 1024 so my texture atlases are 1024. My question is: are lightmaps also considered textures and their max size must be 1024? Or they can have ...
1
vote
0answers
50 views
Blending Lightmaps and Dynamic Texture Shadows in HLSL
I'm using Gile[s] as my lightmapper and my engine can execute HLSL scripts with DirectX 9.
I would like to accomplish something like this for performance reasons. I was told that this technique can ...
3
votes
2answers
188 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 ...
1
vote
2answers
448 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 ...
13
votes
2answers
3k 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 ...
1
vote
0answers
30 views
Trouble with Lightmaps When Meshes Intersect
I've been working on making lightmaps for a game on mobile devices (meaning that individual texture sizes cannot exceed 2048 and that file size needs to be as small as possible), but I'm running into ...
0
votes
1answer
82 views
Unifying Texture-, Bump- and Lightmapping
I would like to implement a rendering component that makes use of texture-, bump- and light mapping. Unfortunately, I am a little bit stuck on some implementation details. In particular,
Does each ...
2
votes
1answer
914 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
755 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
0answers
50 views
How to generate Normal Maps from Lighting Profiles?
How might I go about generating a normal map from a lighting profile(light map)? I saw "Sprite Lamp" however, if possible, if there is some sort of math I can do myself to convert a lighting profile ...
5
votes
1answer
1k 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 ...
3
votes
1answer
432 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 ...
1
vote
1answer
446 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 ...
0
votes
1answer
137 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 ...