This evening I just played around a bit with Unity3’s new beast lightmapping and cloth physics. So I did some modeling(very simple stuff, actually), put them together in a scene and did some light tests. My conclusion? Beast lightmapping is pure gold.
You can check out the webplayer here.
Would love to see some coments.
@NemorisGames
Definitely agree with you about the curtains, but I really can’t think of a way to tweak that with Unity Indie. Hmmm… if anyone has an idea, help me out:p
@Jessy
Thanks for your time taking these pictures.
Yep, I saw these seams and tried to get rid of them by playing around with the lightmap settings. Nothing seemed to work though. Is there any trick to fix that IN Unity, or is the only way to get rid of them to manually overpaint that in photoshop?
Oh, and yes, cloth physics ARE awesome
@Vincent Pride
Heh, I was hoping that I havn’t reached the possibilities of beast within one afternoon of experimenting
There is for sure a lot more to learn there.
About your idea. I think that is a really cool idea. I’ll upload the scene sometimes today for everyone to download und experiment with the lights. Would love to see whith what you guys come up with:)
Good start of lightmap here, but you can make it lot better if you “fake” a global illumination ( if you have Unity3.0 free, in pro license, Beast make it for you).
I will explain with screenshots :
You should try to fake the bounce of light in your lighting, and try to imagine where your sun light hit, and the light bounce he produce, and his atenuation.
first screenshot is your webplayer, second is a modified screenshots where i try to add some light bounce and atenuation. You should take this image as example to make your lightmap better i think.
Here are screenshots from my first iteration featuring full moon and glowing vaze
All the lighting is done by calculating radiosity from the single directional light and orange emissive material.
The scene looks a bit overbrighted for my taste and you can see a few artifacts here and there, but nonetheless I’m rather happy with results. I’ve added Final Gather as secondary integrator (which is off by default) and scaled it’s intensity up to 200% to fill the scene with cool and soft indirect lighting (so scattered energy is doubled every bounce). I’ll tweak a few values and lighting parameters and update later
Current lightmap resolution is 32. Took about 3 hours on my laptop.
Custom Beast Settings XML:
this looks really fun!
but 3h is waayyy to much time for the amount of artifacts and the complexity of this scene. there must be a way to tweak these settings to get a better and faster result.
unfortunately i don’t have pro, so i wont be able to play with this for now.