Repository files navigation 1 Section Introduction: Lighting
This section covers lighting both direct and indirect.
We take a look at different light types.
How to use baked lighting.
We create a cave scene for Global Illumination.
2 Light Component » Type 1/2
Explain light intensity.
Differentiate light types by feature.
Infer lighting setting by visual indicators.
Revision of basic lighting.
3 Light Component » Type 2/2
Define Culling Mask.
Light cookies and where to find them.
Halos effects.
Configuring and applying lens flares.
4 Light Component » Shadows
Assess shadow types.
Enabling shadows for meshes.
Shadow mapping and resolution quality.
Shadow acne and “Bias” settings.
Normal Bias and “Peter Panning”.
Near Shadow Planes.
5 Global Illumination: What is GI?
Explain Light Baking.
Lightmap static objects.
Revision of direct illumination.
Introduction to indirect illumination.
Creating a globally illuminated scene.
6 Global Illumination » Baking
Explain Light Baking.
Precomputed Realtime GI vs Baked GI.
Baked light modes.
Triggering manual baking.
Texels per unit, Baked Resolution and Final Gather.
7 Global Illumination: Lightmaps
Explain Generate Lightmap UV settings.
Understanding UV unwrapping for lightmaps.
The process for building a lit scene.
8 Global Illumination: Probes
Explain lighting settings.
GI for dynamics objects.
How to use light probes.
Layout light probes in a scene.
Creating reflections on objects.
Reflection probes vs light probes.
9 Global Illumination » Baked GI
Explain lighting settings.
Direction vs Non-directional lightmaps.
Fog and when to use it.
Skyboxes for reflection and ambient light.
Adding custom Skyboxes.
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