I'm trying to figure out the best way to bake lighting info from an HDRI into lightmaps.
Specifically, our pipeline is designed so that you light your scene using Point lights and Area Lights in Maya, Create a second UV channel for everything, then run a script that bakes the lighting info down to lightmaps, and creates light probes for the interactive objects.
Is there a way to sample the lighting values that would be present at the location of each light, so that when they are baked down it produces similar results to the
HDRI?
Replies
I'm basically trying to adapt the techniques I've used in the past for static renders to realtime.
Didn't experiment this myself but Ali Rahimi Shahmirzadi made some demos and shared infos on quest 3d forums
http://forum.quest3d.com/index.php?topic=63520.0
http://www.ali-rahimi.net/pages/portfolio.html
Cause if it was a offline engine you would just render with a hdri environment.
But then there is this, which is sort of the opposite. I'm confused now.
What is it that you want to do, exactly?
Bake ambient lighting into your radiosity(lightmaps)?
Use an HDR cubemap for ambient light in your engine?
Something else entirely?
Look at turtle render to ease the process in maya, cool tool.