So I’m looking through the static lighting results and I’d like to find out how it works. Here’s an illustrative example:
So in this shot you can see the finished result, just the lighting only and what I assume is the static lighting radiance map.
As you can see, the radiance map is used to make the things around the orange door turn slightly orange, which is neat. The door itself is excluded. On the atlas you can see where the radiance is sampled from, plus a normal map to help fade out radiance from items not really facing the door.
So that’s all cool. But I still have questions:
- That was the low quality version - why is the high quality version transparent? What has been packed into the alpha channel? The HQ version doesn’t seem to be any larger otherwise?
- Where is the direct static lighting map with light and shadows on it? It’s not the one above, is it?
- How are those samples placed into the atlas? Is it just based on a grid, or is there a uv map somewhere, or is the atlas mapped to all of those objects in the way shown? If so, what UV channel is used for that?
Ultimately I’m aiming to modify the static lighting in code - any pointers?