[Bf-committers] Feature that revolutionizes use of radiosity in
game engine
Alexander Ewering
blender at instinctive.de
Sat Jan 8 14:08:33 CET 2005
On Sat, 8 Jan 2005, Juan Julio [ISO-8859-1] Peña Mena wrote:
>> 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?
Dunno, I never used that method. Isn't this faster?
| alexander ewering instinctive mediaworks
| ae[@]instinctive[.]de http://www[.]instinctive[.]de
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