127 lines
4.0 KiB
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127 lines
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Plaintext
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m_Untranslated: Generate lighting
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m_Untranslated: "Let's see how you can generate (or \"bake\") the lighting
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for this Scene, using the Progressive GPU Lightmapper.\n\n1. Open <b>Window</b>
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> <b>Rendering</b> > <b>Lighting.</b>\n\n2. At the bottom of the <i>Lighting</i>
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window, click on the dropdown on the right side of the <i>Generate Lighting</i>
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button, and select <b>Clear Baked Data.</b>\n\n3. Optionally, to speed
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up the bake, you may reduce certain values in the <i>Lightmapping Settings</i>
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foldout, such as the <b>Indirect Samples,</b> <b>Environment Samples</b>
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and <b>Max Bounces.</b>\n\n4. Click the <i>Generate Lighting</i> button.
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For the next few minutes, the lighting and reflections will be computed.\n\n\n<b>Expert
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tips</b>\n\nThe Lightmapper settings are stored in the <b>Lighting Settings
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Asset,</b> near the top of the <i>Lighting</i> window in the <i>Scene</i>
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tab. You can duplicate these assets and assign different <i>Lightmapping
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Settings</i> for each one, to create different quality profiles with various
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baking times. \n\nFor instance, you may create a \"Draft\" asset with very
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low samples and therefore low quality and very fast baking time. Or you
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may create a \"Final Render\" asset, with very high samples, and therefore
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very high quality yet long baking times."
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