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Re: Baking lightmap with normalmap?
[Re: jcl]
#328923
06/16/10 04:53
06/16/10 04:53
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Joined: Aug 2008
Posts: 482
bart_the_13th
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Senior Member
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OP
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Joined: Aug 2008
Posts: 482
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On the second though, you're right I never realize that until you mention it . I was looking on a Unity tutorial when I see that lightmap baking with normalmap, and the example indeed only a bumpy table and a ball LoL... Thanks for the response
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Re: Baking lightmap with normalmap?
[Re: Machinery_Frank]
#329190
06/18/10 11:49
06/18/10 11:49
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Joined: Aug 2008
Posts: 482
bart_the_13th
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Senior Member
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Posts: 482
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Having light maps together with normal maps is actually not a dumb idea: http://www.decew.net/OSS/References/sem_ss06_07-Independant%20Explanation.pdfAs you can see in this document, the Source engine (just like UDK) uses lightmapping information to affect the lighting situation together with normal maps. This makes a lot of sense. This way all the static lights can contribute to the normal mapped lighting. And there are no additional dynamic lights needed to influence normal maps / specularity. It even renders very fast. Yes, that will be nice. A directional baked lightmap will surely render faster than dynamic lights. Plus the model can get the light direction from static lights too(so they'll have bright part and dark part instead of having uniform brightness)
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Re: Baking lightmap with normalmap?
[Re: bart_the_13th]
#329202
06/18/10 12:58
06/18/10 12:58
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Plus the model can get the light direction from static lights too(so they'll have bright part and dark part instead of having uniform brightness) I am interested how you would solve this. Lightmaps are limited to mapped surfaces. But your character is moving in a 3d room. I think, to do this perfectly we would need a 3d data block, like a complete volume covering your level subdivided into lots of small blocks (voxels?). Each of these blocks should save directional lighting information. So you could light your dynamic models very accurate wherever it is, even when flying through the room. But it also needs bunch of memory.
Models, Textures and Games from Dexsoft
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