Its probably a mental burnout but will try anyway :rolleyes:
I know the udn documentation and im pretty sure I know what I am doing, but I have doubts if my perception on Deferred shading, light maps and light types is correctly used.Will try to ask a few questions so if you like, just say yes or no when you have the time.
- Ok, udk has static and dynamic lights.Static create the baked lights and store them ?(obviously second uv channel for the model is needed)
- Dynamic lights don’t create light map shadows,only real time ones.Correct?
- If that is true, than that means that if a level is only lighted by dynamic lights, than in theory the static meshes don’t need second uvs for the light maps as the shadows are real time?
- Deferred shading only works(automatically ) in dx11 if we use only dynamic lights?
- Static spotlights are cheaper than static point lights?
Best for last .
6) Ive been navigating these dx11 levelshttps://youtube.com/watch?v=BWgGQ1GEwbIhttps://polycount.com/discussion/159716/bath-house-download
Most of you have probably seen them and have them on the pc somewhere.
Do you think there was any particular reason for their creators to use only dynamic lights(only spot lights movables) in the levels? I see there are real time dx11 reflections but they also work with cheaper static lights(if im not mistaking). Than what was the point of using only dynamic lights, to see the differed shading effect? (apart from bringing modern gpus to its knees)
On the other hand, I probably spoke bad as the deferred shading is probably the way dx11 handles dynamic lights efficiency and not something visual that can be spotted vs a static light scene?