This is a great thread, lots of stuff I didn't know. commander_keen would you mind explaining the math and/or process behind the lightmap modulation? I'm currently coding my own pixel shaders in Unity for the Sidescroller challenge going on right now and I'd like to be able to do more than just multiply my lightmap on top…
Coming from and artists standpoint I am aware of the visual pros of using lightmaps. Not specific to UDK, but overall, I would like to understand the pros and cons when it comes to the technical side of things. For example, how much of an impact does adding light maps add/subtract from performance? Or better yet, where can…
I'm actually kind of ignorant when it comes to how light maps are applied to textures. In my simplistic understanding light maps are simply multiplied onto the diffuse. Does UDK for example do much more than that now? From what I read here: http://udn.epicgames.com/Three/Lightmass.html#Diffuse%20Textures Is this actually…
Autocon, you worked on Reach that's cool I'm working on Kinect JoyRide, looking forward to getting my free copy of Reach from Microsoft when it comes out. r_fletch_r, no nothing to do with blowout or exposure. Lightmaps are all multiplied on top of the texture in default baked lighting so LDR lightmaps can only darken…
Depends on how the engine handles things and what platform your running on. However, that's the canned answer. There are some things that would be universal issues you just need to look at the engine/platform to determine how much of an issue they are. The two things you want to look at are: * Memory * Drawcalls ( EDIT: I…
Awesome write up Malcom. Just going to throw my two cents in here as well based off what was done for Reach. We used 6 different types of lighting. Dynamic, Vertex, Lightmap, Single Probe, Emissive and Uber. Some of these are lights themselves some are lighting methods, just main important ones I thought would be…