Lightmap is a data structure representing surface caching in which the brightness of surfaces in a scene is pre-calculated and stored in texture maps. It will be used in real-time rendering the scene for Actif3D player
Actif3D uses path tracing algorithm for rendering (calculating) the lightmap.
In editor screen, go to Bake tab to do lightmap baking.
Predefined values for the number of samples:
The number of Samples controls the number of light rays that are emitted from each pixel of the lightmap. The more samples, the longer the baking takes, and the more accurate and less noisy the result is.
Examples:
The number of light ray bounces that are traced for each sample. Higher values allow better illumination of dark, hard-to-reach places.
Examples:
The number of lightmap pixels that corresponds to 1 meter in the scene. Higher lightmap resolution improves quality but increases the lightmap size, baking time, and scene loading time.
Example:
The maximum number of lightmaps baked for the scene. If the scene cannot be packed into the given number of lightmaps, for all objects the lightmap resolution is reduced to the maximum value that allows the scene to be packed.
Examples:
Enables the HDRI, which is a key light source that allows all exterior or interior areas with windows to be nicely illuminated.
If enabled, the following sky settings can be configured:
Strength - HDRI light strength.
Examples:
Color - HDRI light color.
Enables fake ambient light that decreases realism but simplifies scene configuration, because light sources do not need to be added in all dark areas. Scenes with Ambient light can be baked with fewer samples. Use if baking speed or skipping the lighting setup are more important than realism.
If enabled, the following settings can be configured:
Strength - The strength of the ambient light. The higher the strength, the less realistic the baked lighting becomes.
Examples:
Enables fake indirect shadowing between objects by calculating how much each point in scene is occluded. The result is diffuse, non-directional shading effect that darkens areas of occluded geometry. If enabled, the following settings can be configured:
Distance - Controls how far rays are cast to determine if a point is occluded.
Example:
Intensity - The strength of the ambient occlusion. The higher the strength, the more shadowing between objects is visible.
Examples:
This section allows you select the device used for the baking process: CPU or GPU or Inferix GPU. High-end GPUs with CUDA or RTX supporting bake faster than CPUs.
The post-processing settings affect how lightmaps are post-processed. After changing any of these settings, you can use the Post-process button to apply the changes to previously baked lightmaps without baking them again.
Enables post-processing filters that reduce noise and fix unwanted pixels in the baked lightmap.
Examples:
The Bake tab has following actions:
Bake button
Bakes the lightmap and applies post-processing filters.
Preview button Generates a static render from the current camera position that shows how the scene is illuminated.
Post-process button
Reapplies post-processing filters without baking again. Allows the scene to be seen with all filters disabled, or is useful when tweaking the Flood dark limit setting.
Executing jobs / Finished jobs
The job list shows baking and post-processing jobs which are queued, in progress, or already finished.
If no job has been run since the application was started, the list is not shown.
You can stop a running job by click to the “close” ⊗ button at the right side of the “running” sign.