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global_illumination

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Global Illumination


Global illumination provides more realistic, indirect lighting to a map. It generally works best when used with an indoor/interior map having a low energy directional light. It's a simple way to add better quality lighting to a map, however it comes at the cost of performance so it should be used cautiously.

Global illumination can be enabled from the Map Properties panel.

The images below show an example map before and after global illumination has been enabled.

- Subdivisions setting determines the quality of the lighting (more subdivisions takes more performance), but best to experiment as to what looks best for a particular map

- Need to click Bake button after changing number of subdivisions or changing an entity's “Use in Baked Light” setting (see below)

Excluding Entities

- The “Use in Baked Light” setting on Entity Properties panel indicates whether or not the entity should be used in the global illumination calculations (This is enabled for entities by default, and should typically be disabled for mobile characters or animated objects that change significantly. As mentioned above, the Bake button on the Map Properties panel should be clicked again in order for the lighting to be properly updated after modifying this setting for any entities.

In the images below, the map on the left has not had any entities excluded from the baked lighting. In the map on the right, the characters and container objects have been excluded. This can also serve as a subtle indication to the player of entities that can be interacted with in some way.

global_illumination.1618900005.txt.gz · Last modified: 2021/04/19 23:26 by justin