Tom Sirdevan, look developer and lighting artist, explores how to capture global illumination, in particular diffuse interreflections or bounce light, and bake it to texture along with your static lights using Lightmass. He looks at situations where it's useful and shows what you should expect to see with and without bounce lighting.
- [Voiceover] Lightmass is a powerful tool…that allows you to bake…not just direct lighting and shadows…but also all aspects of global illumination.…Global illumination is an all-encompassing approach…to capturing all light photon behavior…in a scene.…This includes both direct…and indirect lighting.…As we will see, you can also use Lightmass…to cast light from emissive objects.…Because traditionally…global illumination has been out of reach…for real-time rendering,…baking it to texture…became the de facto approach.…And even though modern game engines…are capable of some…real-time global illumination,…for most games and interactive applications…it still makes sense to bake…this contribution whenever possible.…
So let's go ahead and set up our scene…to bake some global illumination.…Before I go any further,…I just wanna do a little bit…of organizing the World Outliner.…So I'm gonna take my lighting objects…and I'm gonna put them…in the lighting directory.…And then I'm gonna open…the lighting directory.…I'll hide the testing folder for now.…
Released
7/6/2016- Direct lighting
- Indirect lighting
- Creating a sky with Blueprint
- Deferred shading
- Dynamic sky and sun
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Video: Lightmass global illumination