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Lightmaps and dynamic objects - how ?

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    Lightmaps and dynamic objects - how ?

    I worked a lot with Quake 1 and Quake 3 tech, and a bit with Unity 5.

    Unlike good ol' Quake 1 (and Quake 2, and Quake 3), Unity 5 has no capacity to have lightmaps affecting dynamic objects. I would have to keep real-time lights and light probes in the scene to have lighting/shadow on dynamic objects matching with lightmapped level. This is unacceptable for mobile VR platforms (not to mention light probes have to be placed by hand o.O ).

    How is it done in UE4 ? (aiming for mobile VR)

    Thanks.

    #2
    is like unity 5 with light probes that the system generate automatically for grounded object but you have problems if you jump or fly

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      #3
      Originally posted by Erindi View Post
      is like unity 5 with light probes that the system generate automatically for grounded object but you have problems if you jump or fly
      You can use Lightmass Character Indirect Detail Volumes wherever you need. And you can also increase the density of those samples in World Settings > Lightmass Settings > Volume Light Samples Placement Scale.
      Last edited by Jacky; 11-08-2015, 11:53 AM.
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        #4
        So it's all automatic and there is no need to mess around doing anything manually ?

        Is it mobile friendly ? (mobile VR in particular; concerned about performance impact)

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          #5
          It's automatic and performant.

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            #6
            its not flexible, in Unity it more flexible

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