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    Time of Day question

    About the new TOD example in the November build.

    Is this using lightmaps at all, because I see several lightmap graphics, but the map transitions as you know.. so lighting can't be static.

    Anyone figure out exactly how everything was done here? :P

    #2
    Some fixed lighting and some dynamic. Build the static lighting with Lightmass and add the dynamic rotating sunlight over it.

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      #3
      Originally posted by musilowski View Post
      Some fixed lighting and some dynamic. Build the static lighting with Lightmass and add the dynamic rotating sunlight over it.
      But what is the static lighting? Just ambient occlusion or something?

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        #4
        Originally posted by DIFTOW View Post
        But what is the static lighting? Just ambient occlusion or something?
        The static lighting is used to fade to from the dynamic lighting. The cascaded shadow mapping has a setting which specifies how far away from the player the fade is to occur. Without the lightmaps there'd be no lighting past that point.

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