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Question by
abledbody · Feb 09, 2018 at 03:35 PM ·
lightmappingbakingglobal illuminationemissive
Is there a way to bake a high resolution emissive lightmap onto a low resolution indirect lightmap?
My scene has very small, bright, emission mapped lights. This is hard on any light baking process, so I'm trying to cut as many corners as I can. I've encountered a problem, though.
Here's the scene as it looks in the game:
Here's a reasonable lightmap texel size:
Here's a reasonable emissive texel size:
But here's how the renderer sees emission maps at the correct rendering resolution:
That's far too low resolution for such small lights. In fact, it's so low resolution that the entire row of bottom lights is missing. Is there anyway to combat this? Even if it's just something quick and dirty, like averaging the high resolution values on a lower resolution map.
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