Hi
I understand from the documentation that Lightmapper is an editor class. In other words:
No fancy light mapping on environments that are procedurally generated in runtime
Someone please tell me that I am wrong.
~ce
Hi
I understand from the documentation that Lightmapper is an editor class. In other words:
No fancy light mapping on environments that are procedurally generated in runtime
Someone please tell me that I am wrong.
~ce
I wouldn’t be too surprised considering that the client may end up doing rendering for many dozens of minutes depending on your settings, and they’d have to publish the Beast rendering code which would increase the player download size. AFAIK, the beast lightmapper pre-computes a bunch of textures (PNGs) and UV coordinates to apply to your static objects; very little is done at runtime (probably just the swapping of pre-computed textures with lights)
Beast can take all night to calculate the lighting solution. It’s not a runtime thing anyone would want unless its really low res and simple, or doing one or two objects.