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Baked Lightmaps support #3127
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Do you mean this type of baked lightmaps? https://threejs.org/examples/?q=lightmap#webgl_materials_lightmap |
I think a proper export of GLB might support it already. The THREE.js standard material shaders support it. https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.lightMap |
I've been unable to export a glb with lightmap from blender directly to weba, however it can be achieved by exporting a glb with an second set of UVs for the lightmap/aomap, as well as baking and saving the textures to external image files, you can then traverse the model in three.js and apply the lightmap/aomap to the specific material texture slots, its not the smoothest workflow though. |
Thanks so much for the replies. Apologies only seeing them now. Yeah I have just been using vket cloud and they do a cool job of connecting the lightmaps to the models. Although they have Unity as a front end so doing it from there.(im not sure how they do it) Webaverse is just too damn cool. The team shld be so freakin proud! |
I'm testing this out tonight, so far it's not that ez pz lol I'd much prefer is a WYSIWYG workflow like needle tools: https://twitter.com/marcel_wiessler/status/1539737926854221824 |
I think three-gpu-pathtracer stuff like what bai has been experimenting with could be potentially used for ultra EZ mode 1 click lightmap / AO / GI baking |
Hey @madjin @UncannyAlley I did a bit of research on this. It looks like Webaverse does support the AO channel, which is part of standard GLTF export, and should support MOZ_lightmap but the way the GLTFLoader works has changed, so we had to change this a bit too. |
@avaer @UncannyAlley @madjin solved in #3170 |
Hi is it possible to implement baked lightmaps into the super duper webaverse. Pretty pretty please kind hackers.
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