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From what I understand, implementing this will be quite non-trivial due to the need to write a little software ray-tracer. However, there are some existing implementations we might instead be able to instead plug in -
Perhaps we could even borrow the portion of Godot's MIT-licensed code that implements the underlying ray-tracing functionality, modularize it enough, and expose it to ourselves...
Overall, I suspect it's possible to add this feature without having to write and maintain our own software ray-tracer.
The text was updated successfully, but these errors were encountered:
From what I understand, implementing this will be quite non-trivial due to the need to write a little software ray-tracer. However, there are some existing implementations we might instead be able to instead plug in -
https://github.com/ErindiGR/LMB
https://github.com/ReubenJCarter/web3d-lightmapper
https://www.embree.org/ (might not support light baking easily out of the box, but perhaps could be adapted to baking a light map for us nonetheless!)
...and I'm sure there's others if we can just find them!
Alternatively, we could try to interface with Blender via command line and a python script to bake the light map for us.
Also, we could maybe try to do the same thing with Godot's baking functionality somehow... - https://docs.godotengine.org/en/3.5/tutorials/3d/baked_lightmaps.html#
Perhaps we could even borrow the portion of Godot's MIT-licensed code that implements the underlying ray-tracing functionality, modularize it enough, and expose it to ourselves...
Overall, I suspect it's possible to add this feature without having to write and maintain our own software ray-tracer.
The text was updated successfully, but these errors were encountered: