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Signed-off-by: Ian Chen <[email protected]>
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iche033 committed Apr 12, 2021
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Expand Up @@ -43,7 +43,7 @@ If the texture is black use the color picker and select the UV island and it sho

### Step 4: Material shader

In order to have the texture show we must assign it to a new material. WIth your model selected open the Shader tab and select `Add` > `Image` > `Image texture`. This will create a new image texture node.
In order to have the texture show we must assign it to a new material. With your model selected open the Shader tab and select `Add` > `Image` > `Image texture`. This will create a new image texture node.
* Add an image texture
* Connect the color from the image node to the base color of the material color (principled BSDF)

Expand All @@ -52,7 +52,6 @@ After this step add another image texture in the shader editor

@image html img/lightmap_material_shader.png


### Step 5: Render/Bake

When baking we have the option to either bake in all the lighting, both indirect and direct, or just the indirect lighting, also known as global illumination or bounced lighting, and use realtime lights in Ignition for the direct lighting and shadows. With the latter method we get sharper lighting and shadow detail as well as more accurate lighting on our dynamic objects however performance will be impacted by having more real time lights. Even with all the lighting baked it’s still a good idea to have one realtime light such as a large point light or directional light works particularly well in order to enhance the effects of the physically based materials.
Expand All @@ -62,7 +61,7 @@ Scroll down to where it says bake, and then with the second image node selected

@image html img/lightmap_new_texture.png

The above image shows the model with baked in lighting (Blender Viewport Shading turned on)
The above image shows the model with baked in lighting (Blender Viewport Shading turned on).

### Step 6: Test/Export

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