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
18 views
Combine diffuse map and lightmap into one texture file
Working with Unity, I'd like to do some more memory optimization. Currently, my 3D models have a diffuse texture and a lightmap, both at the same resolution and compression.
I was wondering if there ...
0
votes
0answers
31 views
(Light enabled colliders) given a surface, how to make only the portions of the surface in contact with a light source active
I'm trying to create an effect I saw in this game See GIF here
where you have a platform for a player to walk on. but at any given time, only the portion of that platform that is in contact with a ...
1
vote
0answers
46 views
Why do I get white highlights at the edge once light build complete?
Whenever I build my lights in Unreal, why do I always get white highlights at the edges? I can't seem to solve this. I get this problem with both static and stationary lights. Can someone please help? ...
1
vote
1answer
58 views
lightmap equivalent with realtime shadow
i'm using in Unity free edition.
I try to bake a lightmap which equivalent feeling with Unity's real time light map and shadowing, like left figure.
But the result is the right figure.
How can i ...
2
votes
1answer
166 views
Unity - Loss of detailed shadows and shading marks on texture seams appearing after lightmap baking
I'm attempting to lightmap bake my scene and am running into the following problem -
With the lights set to realtime, the shadows have a nice amount of detail in them and the lighting on the models ...
0
votes
1answer
139 views
Why does lightmapping take so long compared to real time shadows?
I am using Unity 5. As a test, I set the realtime shadow resolution to max and the distance to cover my entire scene with no cascades. As expected, it lagged severely, but I could still move the ...
0
votes
1answer
100 views
Weird squares everywhere
So in unity I have some weird squares on surfaces of certain objects, which are buildings represented by planes:
I don't know what causes it, I tried changing some settings in lighting and material,...
6
votes
1answer
635 views
How do I properly light characters in a Unity scene?
I made a game prototype and want to improve some of rendering the visuals through light baking (which I'm new to). While I was mostly able to do this in my environiments, I'm having issues doing this ...
0
votes
1answer
20 views
LightMap not working properly
I've made a chips bag model for my game:
http://imgur.com/JcumRF4
And I textured it like this:
http://imgur.com/wpyeACZ
and I googled on how to make lightmaps all of them say "Smart UV project" ...
0
votes
0answers
120 views
Offscreen frame buffer lwjgl
I want to create simple 2d lighting. So my idea is to render everything on the default buffer and then apply light mask. For the light mask i want to use frame buffer which later i will apply on the ...
1
vote
0answers
70 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 ...
1
vote
1answer
293 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
166 views
Blending Lightmaps and Dynamic Texture Shadows in HLSL/GLSL
I'm using Gile[s] as my lightmapper and my engine can execute GLSL/HLSL scripts.
I would like to accomplish something like this for performance reasons. I was told that this technique can only be ...
1
vote
0answers
42 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
112 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 ...
0
votes
0answers
147 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 ...
3
votes
2answers
294 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
772 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 ...
5
votes
1answer
2k 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
2k 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 ...
1
vote
2answers
845 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
706 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 ...
2
votes
1answer
1k 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
188 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 ...
14
votes
2answers
4k 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 ...