We could fake GI in just the same way as we would add decals and dirtmaps. Taken the fact that opacity mapping in deferred rendering would be an option in the future, this would be the way to do that.
this woudlnt work on more detailed meshes, if theres a level chunked full with detail meshes, ull notice this right away. beter to have the engine do this like UDK does then to lose extra time on just making Fake GI overlays for a lot of different meshes. this will be time consuming and inefficient on the long run.
If we where to fake GI, best way to go about this is to lightbake the entire level within a max or maya, cut those up and assign them in a shadowmap slot, or light map slot, 1 run 1 render sequence (baking).
Baking in 3d modeling software is not an option, as scenery textures will be tiled. I've discussed this with the modeling team, and they thought it was a nice way of doing it - however we're using the deferred renderer (which I didn't know, thought we were doing it with plain forward rendering), so we can fake GI by adding a lot of lights.
this woudlnt work on more detailed meshes, if theres a level chunked full with detail meshes, ull notice this right away. beter to have the engine do this like UDK does then to lose extra time on just making Fake GI overlays for a lot of different meshes. this will be time consuming and inefficient on the long run.
BeantwoordenVerwijderenIf we where to fake GI, best way to go about this is to lightbake the entire level within a max or maya, cut those up and assign them in a shadowmap slot, or light map slot, 1 run 1 render sequence (baking).
Baking in 3d modeling software is not an option, as scenery textures will be tiled.
BeantwoordenVerwijderenI've discussed this with the modeling team, and they thought it was a nice way of doing it - however we're using the deferred renderer (which I didn't know, thought we were doing it with plain forward rendering), so we can fake GI by adding a lot of lights.
they would cause we'd be applying them via specific material slots, so we can exclude different material id's.
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