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Updating Global Illumination at Runtime
Hey there,
not sure if this is even remotely possible, but since we have DynamicGI.UpdateMaterials() and DynamicGI.UpdateEnvironment(), I still have a bit of hope:
I'm trying to add community-generated levels to a game, which means I'm building a level at runtime by instantiating static objects in a scene. However, these objects aren't lit of course, since they weren't there when the GI calculations were performed. Is there any way to re-calculate the GI at runtime to get these objects the light they rightfully deserve?
Thanks a million!
- Steve
Answer by mikelortega · Apr 21, 2015 at 02:38 PM
If you instantiate objects in runtime I would consider forgetting about GI and use only realtime lighting. Deferred lighting works pretty well for multiple realtime lights.
Answer by Murad-Khafizov · Sep 07, 2017 at 07:38 PM
At least if your design accepts rooms structure, you can save many precalculated baked rooms with static huge important objects and randomly created small objects lighted by light probes. That's only way for now. Or look for realtime GI solutions, like SEGI.