I chose to bake my lighting using our first level in Klepto - Space thief. I started by arranging the directional light where it would shine through the holes I created in the walls. I then placed multiple area lights in front of the holes, 1 facing forward, and one facing backward. I also placed one above the entire scene and where the light hit the other wall from the lights passing through the holes. I created faked "god rays" of which consists of three types of particle systems. The map took 40 minutes to bake onto a 4k texture map with 750 rays for final gather and cranked up the texels, padding and resolution of lights.
This was a really interesting test for baked lighting that we attempted in class. I really found that baked lighting does actually look better than real time lighting and i would like to create more scene this similar techniques. Real time lighting doesn't have enough contrast to create focal points in a scene.
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World design theory (WDT)DevelopersThe goal of this blog is to relate current and past attempts at world design to further improve our understanding. Archives
October 2017
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