19 ms·
A layer above the actual geometry of the level. It was too slow to calculate lighting in real-time, so a process executed at design-time in Unreal (at build-ti
by naikrovek 9y ago
A layer above the actual geometry of the level.
It was too slow to calculate lighting in real-time, so a process executed at design-time in Unreal (at build-time in iD engines) that calculated how lights lit the level geometry and then baked those changes on to the textures that were applied to the geometry.
It's like painting the glow of a torch on to the wall once before playtime rather than actually doing it every frame. Lighting doesn't typically change every frame, so it works.
- kevindqc 9y agoOh so he just means using lightmaps. Gotcha
- royjacobs 9y agoNo, I think he means that he was calculating the contribution of the volumetric light per lightmap texel, instead of per screenspace pixel. If he would have "painted it on the lightmap" then the effect would not have changed based on your viewpoint, since it's just baked into the lightmap.