I´ve got a mental blockage, perhaps you could help me.
Just imagine this scene. I´ve got my hallway (corridor) in a hospital scene. Things like chairs, tables trollies etc. are static, they don´t have to move. Let´s go further and place a couple of little objects i.e. books, water glasses, flowers, small things on the tables.
My character (3rd person view) walks around the scene, casting a realtime shadow.
To increase performance, the static objects shouldn´t cast dynamic shadows, just the baked ones (even if the camera is close up to them).
Now somebody told me that this wasn´t possible. He said that the dual lightmapping switches real lights on when the camera is close and turns lightmapping on when objects are far away.
But it must be possible somehow…Otherwise whem I´m close to this table object EVERY little thing casts a realtime shadow???
Additional note: In my 3D rendering program I could create a lightmap for all static items, throw onto them, in Unity I´d turn “cast shadows” off, turn “receive shadows” on, add a light to the scene and … voilá … static baked things with realtime shadows for my character.
This must be possible to do in BEAST?
Are these shadows in the image realtime shadows? If yes, why?
Could I use the beast created lightmaps in my legacy-lightmap shader? If I would bake only the selected “room-box”, could I just throw this lightmap exr-file onto the material (lightmap slot) of my box object?
Best regards and thanks,
Oli