For my vive project i have discovered that all the dynamic lights in my scene take up a lot of the framerate.
However just disabling them all using “show deferred lighting” leaves a lot of the moving objects in the dark.
Therefor i was wondering, if it was possible to somehow bake lighting info on a movable object.
I don’t mind that a object with a baked lightmap is moving away from the light, as in my setup i had the light follow the object anyways.
Examples of this are, lights that illuminate the vive controllers, a light that illuminates the (moving) basket the player is standing in and some lights on a few objects that are just rotating/moving for aesthetic reasons.
If there was a way to basically “bake” lighting in a separate scene (like in a blueprint editor) onto certain elements that are grouped together i would be able to achieve a lot higher framerates.
I thought already about just “baking” lighting info in 3dsMax, though this only works for a single object at a time, and is really impractical when trying to apply it to a group of objects, when using an external program.
Therefor i was wondering, if it was possible to somehow to be able to ask lightmass to “bake anyways” for such specific cases.