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global_illumination [2021/04/19 22:36] – justin | global_illumination [2021/04/20 14:05] – justin | ||
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- | - Overview of global | + | **Global |
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- | - Enable/ | + | |
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- | The images below show an example map before and after global illumination has been enabled. | + | The images below show an example |
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- | - Subdivisions setting determines the quality of the lighting (more subdivisions takes more performance), | + | - Subdivisions setting determines the quality of the lighting (more subdivisions takes more performance), |
- | - Need to click Bake button after changing number of subdivisions or changing an entity' | + | Note that the "Bake" |
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=====Excluding Entities===== | =====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 (should disable | + | In some cases, it's best to exclude certain [[entity|entities]] from being included in the global illumination calculations. |
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- | 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. | + | In the images below, the [[map]] on the left has not had any [[entity|entities]] excluded from the global illumination. In the [[map]] on the right, the [[character|characters]] and container |
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