Difference between revisions of "Real-time Lighting vs Lightmap"

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(Created page with "== Real Time Lighting vs Lightmaps == Reflex has 2 main modes of lighting. Real Time and Baked. Whenever you edit your map you are in real time mode. Real time lighting sh...")
 
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Reflex has 2 main modes of lighting.  Real Time and Baked.  Whenever you edit your map you are in real time mode. Real time lighting shown in the following screenshot from the map Deflex.
 
Reflex has 2 main modes of lighting.  Real Time and Baked.  Whenever you edit your map you are in real time mode. Real time lighting shown in the following screenshot from the map Deflex.
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[[File:Reflex_Real_Time_Lighting.jpeg]]
  
  

Revision as of 03:28, 12 December 2014

Real Time Lighting vs Lightmaps

Reflex has 2 main modes of lighting. Real Time and Baked. Whenever you edit your map you are in real time mode. Real time lighting shown in the following screenshot from the map Deflex.

File:Reflex Real Time Lighting.jpeg


A built lightmap is also known as baked lighting. If you have absolutely no light sources (artificial or ambient outside light) in your map and you bake a lightmap everything should be pitch black like you're in a dark closet. You can't even see the gun in front of you. That is the definition of a well baked lightmap. Lighting is usually one of the last steps in map building but it's also the one that can cause new map designers the most amount of trouble. Ensure you have at least some lighting prior to building your lightmap either outside ambient light or artificial lights otherwise you won't be able to see anything.


This is an example of exactly the same location shown after baking the lightmap. Yes I know I need to add more lighting but it's actually a great example of what a baked lightmap looks like in dark conditions with inadequate lights.


All maps included in Reflex Build 28 featuring community maps have baked lightmaps included. Including baked lightmaps can help speed up connection times otherwise real time lighting has to be generated by each players GPU. Real time lighting is slightly more intensive than a built lightmap.