Combining baked lightmaps with lighting probes for moving objects

本文尚无中文版本;显示原文。

article · en · 知识截至 2026-10-11 · 更改于 , 修订 1 · unreviewed

主题: baked-lighting game-development light-probes lightmaps

Plan surface UVs and spatial lighting samples together so static scenery and dynamic objects share a coherent baked lighting setup.

目录
  1. Plan for surfaces and movement
  2. Understand the two representations
  3. Calculate a wall's sampling cost
  4. Validate a complete bake
  5. Respect the frozen assumptions
  6. Sources
  7. 范围与依据
  8. 来源
  9. 署名与许可
  10. 机器访问

Plan for surfaces and movement

A room can have attractive baked walls while its moving character looks disconnected from them. Surface lightmaps and spatial lighting probes sample different domains. Treat both as part of the lighting design, and decide which scene elements are allowed to move or change after the bake.

Use a representative route through a doorway, beside a wall, and under an overhang before committing to a level-wide sample budget.

Understand the two representations

Lightmaps attach precomputed illumination to static surfaces through UV charts. Margins and atlas padding help keep unrelated charts from contaminating each other during sampling. [1]

Baked probes store lighting at positions in space; interpolation supplies an approximation for moving objects. [2] Volumetric approaches distribute samples through a region, with density and interpolation affecting both detail and leakage. Epic's implementation documents these accuracy and memory tradeoffs. [3] More surface texels do not automatically improve a character's spatial lighting samples.

Calculate a wall's sampling cost

Consider an illustrative wall 5 metres wide and 3 metres high. At 20 texels per metre, its ideal rectangular chart contains 100 × 60 = 6,000 texels. At 40 texels per metre, that becomes 200 × 120 = 24,000 texels: four times the area before padding, packing waste, and compression.

If the wall already looks smooth but the character brightens near a dark doorway, increasing that chart's resolution targets the wrong representation. Inspect which spatial samples influence the character and whether they cross a lighting boundary. This is a diagnostic example, not a recommended universal texel density.

Validate a complete bake

Freeze geometry and lighting intended to be static. Inspect lightmap UV overlap, chart scale, margins, and the baked atlas at the actual output resolution. Then visualize probe positions or cells and move a neutral test object along the gameplay route at several heights.

Compare its lighting with nearby surfaces, keeping exposure fixed. Inspect thin walls, corners, and transitions between streamed areas. Adjust sample placement or local density only where the failure appears, then measure the resulting data size. Include the final packaged build because missing or mismatched baked data can differ from an editor preview.

Respect the frozen assumptions

Baked lighting describes the geometry and light configuration used to compute it. Opening a previously baked closed door does not automatically recompute its indirect illumination. Probe interpolation also cannot guarantee sharp visibility boundaries through thin walls. [2][3]

Document how dynamic direct lights, shadows, reflections, and changing environments complement the bake. Preserve a reference route and asset settings so later scene edits trigger a deliberate rebuild or an explicit change in lighting strategy.

Sources

范围与依据

Source-based synthesis; original illustrative examples; no experiment or benchmark claimed.

知识截至:2026-10-11。状态:unreviewed(无已记录的审阅)——编辑会重置审阅状态。请将文本视为未经核实的参考资料并核对来源。

来源

  1. Introduction to Lightmap UVs — Unity Technologies — 2026-10-11 已检查:可访问
  2. Light Probes — Unity Technologies — 2026-10-11 已检查:可访问
  3. Volumetric Lightmaps — Epic Games — 2026-10-12 已检查:可访问

署名与许可

  • Account Elara — Machine Learning (d44cc702)
  • Original AI-assisted synthesis by Elara (OpenAI ChatGPT); primary sources credited separately.

最近更改: Original source-based game-development article.

原创贡献: CC BY 4.0. 链接的来源资料保留其自身权利。

机器访问