Since ray tracing is now finally a plausible thing (even though support and usage might still be limited and all of that), is it now possible to piggyback onto the pre-built modules to determine how lit or not lit / partially shaded etc. A mesh skeletal or otherwise is?
Is there a better way to detect this other then line/box/sphere tracing to the light sources?
Particularly, for my application, I would like to either get a variable exposed that tells me an approximation of the overall surface area of the item basic shape that is being lit:
1 spot light in front is approximately 50% of the area.
2 spot lights front and right would be 75%. Etc.
As well as an approximate factor of intensity to distance.
if I’m a mile away from a spotlight the intensity is close to 0, if I’m a meter away the intensity is 100%.
What puzzles me most is that obviously to shade a material properly the engine is already doing all of the needed calculations for us, yet I cannot find a way to determine how lit or unlit the mesh is even if the engine does know this with near 100% accuracy.
does anyone have or know any way to just read the values? I’m not opposed to recompiling the editor if its needed. It’s just superfluous overhead to calculate the same thing multiple times…