[Bf-committers] Feature that revolutionizes use of radiosity in game engine

Juan Julio Peña Mena jjulio.pena at verizon.net.do
Fri Jan 7 23:49:00 CET 2005


> You can now totally finish your modelling, INCLUDING UV-Mapping
> and texturing, subdivide the mesh a few times using the regular
> subdivide function, THEN calculate a radiosity lighting solution, choose
> "Add new meshes", select the old mesh and then the radiosity mesh,
> CTRL-C -> Vertex Colours, and NON-DESTRUCTIVELY APPLY THE
> LIGHTING TO THE UVMAPPED MESH.
> 
> Why didn't anyone think of this...


How is this different/better from baking the vertex colors of the
subdivided mesh into a texture (that you can later post process for
finer control) and re-applying the texture back into the unsubdivided
mesh?

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