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.

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15 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 ...
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1answer
59 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 ...
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0answers
27 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
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0answers
124 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 ...
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1answer
295 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
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1answer
452 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
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1answer
518 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
234 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 ...
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1answer
327 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
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1answer
520 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
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1answer
106 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
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2answers
1k 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 ...