Fix typos in BakedLightmap tutorial.
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@ -9,14 +9,14 @@ Introduction
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Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach,
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Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the :ref:`doc_gi_probes` approach,
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baked lightmaps work fine on very low end PCs and mobile as they consume almost no resources in run-time.
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baked lightmaps work fine on very low end PCs and mobile as they consume almost no resources in run-time.
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Unlike GIProbes, Baked Lightmaps are completely static, one baked they can't be modified at all. They also don't provide the scene with
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Unlike GIProbes, Baked Lightmaps are completely static, once baked they can't be modified at all. They also don't provide the scene with
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reflections, so using :ref:`doc_reflection_probes` together with it on interiors (or using a Sky on exteriors) is a requirement to
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reflections, so using :ref:`doc_reflection_probes` together with it on interiors (or using a Sky on exteriors) is a requirement to
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get good quality.
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get good quality.
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As they are baked, they have less problems regarding to light bleeding than GIProbe and indirect light can look better if using Raytrace
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As they are baked, they have less problems regarding to light bleeding than GIProbe and indirect light can look better if using Raytrace
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mode on high quality setting (but baking can take a while to bake).
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mode on high quality setting (but baking can take a while to bake).
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In the end, deciding whith indirect lighting approach is better depends on your use case. In general GIProbe looks better and is much
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In the end, deciding which indirect lighting approach is better depends on your use case. In general GIProbe looks better and is much
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easier to set upt. For low end compatibility or mobile, though, Baked Lightmaps are your only choice.
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easier to set upt. For low end compatibility or mobile, though, Baked Lightmaps are your only choice.
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Visual Comparison
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Visual Comparison
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@ -82,7 +82,7 @@ are wildly different, more than half or twice), this will result in inefficient
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Checking UV2
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Checking UV2
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~~~~~~~~~~~~
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~~~~~~~~~~~~
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In the mesh menu mentioned before, the UV2 texture coordinates can be visualized. Make sure, if something is failing, to check that the meshes have theese UV2 coordinates:
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In the mesh menu mentioned before, the UV2 texture coordinates can be visualized. Make sure, if something is failing, to check that the meshes have these UV2 coordinates:
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.. image:: img/baked_light_uvchannel.png
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.. image:: img/baked_light_uvchannel.png
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@ -133,7 +133,7 @@ Baking Quality
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~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~
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BakedLightmap uses, for simplicity, a voxelized version of the scene to compute lighting. Voxel size can be adjusted with the **Bake Subdiv** parameter.
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BakedLightmap uses, for simplicity, a voxelized version of the scene to compute lighting. Voxel size can be adjusted with the **Bake Subdiv** parameter.
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More subdvision results in more detail, but also takes more time to bake.
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More subdivision results in more detail, but also takes more time to bake.
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In general, the defaults are good enough. There is also a **Capture Subdivision** (that must always be equal or less to the main subdivision), which is used
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In general, the defaults are good enough. There is also a **Capture Subdivision** (that must always be equal or less to the main subdivision), which is used
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for capturing light in dynamic objects (more on that later). It's default value is also good enough for more cases.
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for capturing light in dynamic objects (more on that later). It's default value is also good enough for more cases.
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