From 4d9933321c72b2be3e0ef92abab371ea89d663b4 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Wed, 23 Oct 2019 12:47:30 +0100 Subject: [PATCH] Update INSTRUCTIONS.md --- INSTRUCTIONS.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/INSTRUCTIONS.md b/INSTRUCTIONS.md index e049b61..6725419 100644 --- a/INSTRUCTIONS.md +++ b/INSTRUCTIONS.md @@ -333,7 +333,7 @@ Often a far better fit for lighting with occlusion culling systems is the use of This may mean using lightmapping in combination with traditional realtime lighting, but for example, only rendering dynamic objects to the shadow maps. You can also render the realtime lighting as normal for all objects, but only put indirect lighting into the lightmaps. This gives some increase in visual quality compared to fully realtime lighting but does not help performance wise. -#### Using Baked Lighting with LPortal +### Using Baked Lighting with LPortal I have been preparing two workflows to simplify lightmapping a level with LPortal. 1) Internal workflow - Uses Godot to UV map the objects and the BakedLightmap node to create the lightmaps @@ -341,6 +341,8 @@ I have been preparing two workflows to simplify lightmapping a level with LPorta The first workflow is fast to use but the end results are not as high quality as using an external program. There are also currently (as of 3.2 alpha) bugs in the Godot uvmapper and lightmapper, which can result in visual anomalies. +#### Internal workflow + I am still polishing the external workflow, so will only describe the internal workflow here. It can be a good idea to examine the BoxRooms demo, which shows the process in detail. 1) Create your level as normal with rooms and portals.