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Lightmapping AND real time shadows/lights?
Hello,
I've read the manual. Many times. This is problem I keep coming back to, trying to figure out, then delaying. I need to stop delaying.
I'd like to bake my light maps. For quality and for speed.
However, I'd also like to have some dynamic lights that change or move for puzzles, and I'd like my player to have a torch that will light up dark areas, and have light on fireball spells etc, which also light up dark areas as they fly.
I have not figured out how to achieve this.
I can bake a scene and it looks great, but then I can't get any real time shadows or lighting.
I can not bake a scene and get all the real time shadows and lighting I want, but the quality of the scenery is lacking.
Again, I have read the manual, and I suppose I just don't understand any of it -- any of the different types of rendering, for instance.
I was hoping someone could either explain it in depth (And differently than the manuals) or simply just say, "Do This".
Thanks!!
Answer by Ed unity · Feb 19, 2014 at 06:37 PM
Assuming that you read this page here. You will find that you are able to use dynamic lighting as well as light maps to light your scene. All of the objects in the scene that are dynamic will require real time lighting. If you want to have dynamic lights, even the static objects will still need to be lit by these dynamic lights. Objects like your fireball will have point light components that will be dynamic. Same as with the torch. You can bake the light maps and still have these lights effect the static objects at runtime. This will potentially give you the look that you want with the speed to go with it as less lighting calculations will be done.
The lighting will take some editing to get it to look right, but changing the render settings or graphics quality may help to make the lighting and shadows smoother. Typically you want to edit the light values and shadow properties in order to get the effects that you want though.
I have looked at that. I've made progress, and maybe figured it out but I'm not quite sure. I plan on asking Unity ppl at GDC in a few weeks.
However, it looks like when I light map my scene with directional light it maps the shadows only on the buildings, and does the light part live. $$anonymous$$aybe that's intentional.
Also one of my big problems that I fixed was that the camera was set to forward lighting, so changing that helped get the shadows I wanted.
Currently, unfortunately, shadows are baked but live as well, so trees cast both types of shadow, but I was hoping to get them to be baked only.
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