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global_illumination [2021/04/19 23:34] – justin | global_illumination [2021/04/20 14:05] – justin | ||
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- | **Global illumination** provides more realistic, indirect lighting to a [[map]]. It generally | + | **Global illumination** provides more realistic, indirect lighting to a [[map]]. It generally |
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- | The images below show an example map before and after global illumination has been enabled. As you can see in the second image (which has global illumination enabled), corners and areas that are obscured by objects appear darker and the lighting is generally more natural looking compared to the default lighting. | + | 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), |
- | The " | + | Note that the " |
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=====Excluding Entities===== | =====Excluding Entities===== | ||
- | - The "Use in Baked Light" setting on [[Entity Properties]] panel indicates whether or not the [[entity]] | + | 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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