I know this may be a bit far fetched, but I wonder if it would be technically possible to bake Lumen into lightmaps.
Lumen provides great realtime preview workflow, unlike CPU/GPU lightmass, where you need to wait couple of dozen minutes to see the result. Non the less:
- Lumen doesn’t scale down to mobile
- Can be too expensive for certain scenarios/target hardware
- Sometimes you don’t need GI to be dynamic, so you may be wasting performance
The idea of being able to click a button and have the Lumen illumination pretty much dumped into lightmap textures much faster than GPU/CPU LM could, yet with not that much worse quality would be a great proposition.
And volumetric lightmap could work as well, since Lumen is essentially a volumetric lightmap, just a dynamic one.
So the idea of switching GI scalability to cinematic and rendering both surface and volumetric lightmaps using lumen sounds really nice to me.
I know lumen does lots of stuff in screen space, so I am not sure how feasible would be to perform those in the UV texture space, but if that would be possible, I’d love that option.
Current workflow with GPU/CPU Lightmass is to tinker with the settings, start light build, cross your fingers, wait for quite significant amount of time, get most likely bad result, tinker with some more settings and repeat.
With Lumen baking, the workflow could be: I see what I am getting, I like it, so when I press the button, that’s what I will get, just in the lightmap textures. The only uncertainty about the output quality left to be concerned about would be lightmap UVs and resolutions on your meshes.