#i hv many small low poly props for sure

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sour plaza
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There's no hard or fast rules about what kind of mesh is poor for baking

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But in general it's about polygon density and surface area

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As far as I understand the raycasting process is more expensive when there are a lot of polygons nearby to test against

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And each lightmap texel ("texture pixel") will fire rays outward during the baking

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Each object needs its own space on the lightmap texture, with margins around it to prevent light bleeding from nearby objects, so small objects are very inefficient

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As far as I can see, you have relatively similar polygon density on all your objects since they use the low poly style

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So it might not be an issue but best to check for it in any case

wicked vigil
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thts pretty good insight

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thanks

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yea i found many lowpoly in ooutdoor dont really require lighting, so i wanted to remove some, especially bushes or flower pots

sour plaza
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Light probes sample light conditions during the bake much like lightmap texels, but they pass it onto objects that don't have any lightmaps

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This means that dynamic objects can receive baked lighting as well, and that you can have meshes that are Contribute GI enabled (so they can cast shadows and reflect light during the bake) but also receive GI only from probes rather than lightmaps

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So they don't use up any lightmap space

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Tiny objects should not be Lightmap Static at all and be lit only by probes like dynamic objects would

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But objects that would lightmap awkwardly but still have an important contribution to the lighting could receive GI from probes while contributing

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Your bushes could use one of the two methods

wicked vigil
sour plaza
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An advantage you have is that you can place them as sparsely (or tightly) as needed

wicked vigil
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ok great leme try

sour plaza
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So there's no need to make a dense grid of them, just a few of them per area

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You need them where lighting changes

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But if it really doesn't change, you might not even need them

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If you have no light probes placed, there's always the scene's own ambient probe as a backup

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But it will not recognize shadows from any objects

wicked vigil
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hmm i dont think we are priotizing shadows for dynamic object for now, but yes, but i certainly look into light probes to add them spots tht would require beautifying view.

sour plaza
wicked vigil
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ok

sour plaza
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For example the cube on the right contributes to GI shadows during bake, but uses the scene probe for its own shading

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Because the scene probe only has the sky light, the cube is bright even when occluded from the sky under the roof

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Here the three cubes on the right all receive lighting from probes now added to the scene

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So the leftmost of the three is occluded by the roof