Can someone explain to me the differences between shadow maps and light maps. I have done some research and from what I read: Light Maps: * Pre-calculated on a per object basis. * Creates a texture when baking that uses all lights projected onto a mesh. Shadow Maps: * Created dynamically on a per-light basis(?)
It's the same principle with static and dynamic lights, one if for lights not changing, and one if for lights changing/moving, and obviously, generating light once and leave it is much faster then dynamic lights, which needs to be calculated all the time.
Light maps only for static objects. Plus, it can bake shadow, lighting, global illumination, ambient occlusion etc. onto the light maps because it's pre-calculated. Shadow maps are only for dynamic/moving objects (you can use it for static objects, but you will get performance problems if there are many objects around) and…