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Let There Be Light!

     

Long Version

     
Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials.
Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit.
     
To resolve this, I had to use Adaptive Probe Volumes, which are basically version 2 of Light Probes. These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance.
     


     

TL;DR: Baked lighting beautiful computer go brrr

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