Best solution I found bake them in your Engine of choice, export it, pad it, and re-import it as Lightmap. I don't understand why so many engines lack Lightmap bleeding/padding, not everyone has access to ingame code.
Fingus... GI is feasible in realtime and Ambiant occlusion as well. Its a optimisation choice that made its time IMO. You completely limit your level to be with a specific time of day, wich is sad. You can turn on Dynamic lighting in UDK but it performs way better with lightmaps Unreal Engine 4 will use fully dynamic…
Well the thing with Lightmaps is that they are baked and stored as a texture because it allows you to do really complex and heavy lighting calculations ahead of time and save your game engine from doing all the hard work. And it lets you do stuff that is still infeasible to render realtime like global illumination and…
It's common knowledge that college only teaches you 10% of what you need to know in a professional setting. For my college experience, lightmapping fell into that 90% that wasn't discussed. Unfortunately, it's also a topic that was cited as a weakness of mine when I had my portfolio reviewed at GDC. So I'm wondering if…