It would be a good tutorial for someone to make that mixes realtime for outdoors and baked for indoors! Also switching baked light maps depending on time of day. I remember reading about this technique for unreal engine 4
Thank you for this write-up, I have stepped on some of these rakes (especially with lightmap seams) while trying to do some test scenes in TrenchBroom.
Sorry, I’m probably a bit dumb on this, but I don’t see what you are talking about for the « shadow leaks » ? I don’t see the difference between images with or without having mesh touching
A really transformative trick I do is to have an emissive mesh around the scene that matches the sky colour but it used purely for rendering reflections for ref probes, which are all set to interior.
I also use box projection. Here's a better comparison for how drastic the improvement can be. (I only have SDFGI enabled for better volumetric fog illumination)
Did and read all the way through! Very insightful, for whatever reason I prefer the less clutter and faster ways of lightbakes in Godot.
Thanks for adding the example meshes to follow along! 🙌
I tried VoxelGI and I really like it but a dynamic light with bake is my fav. Also great blog there is very little material like this, all referring baking is like a year old.
Also 1 question, does the fog reacts to the probes, dyanmoc ligth or the bake itself does something to it? 🧐
Comments
https://github.com/godotengine/godot-proposals/issues/8311
I'm currently all over the place regarding the art style I'm after, but if I go for a first person, this kind of stuff is highly necessary!
Thanks for adding the example meshes to follow along! 🙌
Also 1 question, does the fog reacts to the probes, dyanmoc ligth or the bake itself does something to it? 🧐
I am begging and pleading my future self to actually read the darn thing please i am on my knees
https://getdewey.co/bluesky/
https://getdewey.co/bluesky/
I'm concerned that you ignored the heat on your skin while working to such extent.