I’ve been thinking that maybe my project is moving towards eliminating lightmaps.
I’m not exactly sure what precomputed GI is but here’s what I am assuming.
If I have realtime shadows enabled for, say, 250 meters and i precompute Global Illumination, then every object and terrain that is nearby will look as good as if it were lightmapped because GI acts like a low resolution lightmap and bounces the light in realtime? It’s performance is good because it is a low resolution bitmap (where can i see the actual precomputed baked GI bitmap?)
So the only thing lightmaps is good for it far away objects.
So if i look off into the horizon the distant terrain wont have the realtime shadows, but will it have some kind og GI affecting it?
Im wondering if its simpler to just remove all lightmaps (tree shadows wont bake in terrain anyways so far off terrain under trees is overly lit i guess - im bad at spotting it) and just have realtime shadows and precomputed GI.
Or maybe only lightmap the terrain and have everything else be lit dynamically?
One thing though i noticed is large rocks in teh distance that are not lightmapped have this super shininess too them, like in mipmapping it these artifacts of light glistening start to appear. Large objects in teh distance that are lightmapped seem to blend in better when seen from afar. So maybe lightmap just the terrain and very large objects, leaving everything tree sized or smaller to be lit realtime.
One more benefit to lightmapping terrain is the vegetaion and trees seem to color themselves based on their position on the lightmap.
Am I understanding how this works correctly? any feedback is appreciated.
Up close things are lit realtime anyways so is it neccessary to have light maps? far off stuff is in fog and largescale shadow
BTW i’m watching the unreal kite demo how they made it and they seem to have some kind of far off ambient occlusion the mention, which i think is ao for midrange scenery, so kind of like a realtime lightmapping/shadowing for far off objects, i guess this replaces lightmaps since they arent using any in their demo they said