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enhancementNew feature or requestNew feature or request
Description
Using indirect lightmaps with realtime direct lighting would be a great option for lightmapping, since shadows can be done in realtime without the blockiness on shadows that comes with baking direct lighting too. Realtime direct + baked indirect is a common workflow in other modern engines, and allows normal maps to function correctly with sunlight without needing a directional lightmap system.
Indirect light in the emission slot (looks great from far away but looks blurry in shadow)
Indirect light in the lightmap slot (much sharper than the emission slot workaround, but very dark because of the lack of skylight contribution)
(for comparison) AO map but no indirect lighting at all
GLTF and indirect lightmap for testing with (with crushed textures to keep the file size small)
Matching sun angle is 30° vertical, -130° horizontal, screenshots taken with 3.0 sun intensity and filmic tonemapping at 1.0 exposure
bouncetest_low.zip
Serverless with this stuff already set up
https://files.thingvellir.net/bouncetest/bouncetest_low.json
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enhancementNew feature or requestNew feature or request