JoeJ said:
Aressera said:
Monte Carlo ray tracing is pretty much the only way to calculate accurate GI.Wait and see… >:D
It's not the only way, but the easiest one. Mostly because it needs no parametrization, probes for a radiance cache, etc.
Ed Welch said:
This would be useful for procedurally generated scenes, which can't use offline creation.How do those scenes look like, how large? How do you plan to get lightmap UVs? What's your requirement on quality? (just diffuse or some directional for specular too reflections? One, N, or infinite bounces? How large can a single lightmap texel be?)
Scenes are small (this is what the game looks like: https://ed-welch.itch.io/merc-tactics)
I haven't really done any investigation on lightmap UV generation yet (and that GI stuff is really over my head to tell the truth)
I guess quality would have to take a hit, to be rendered in a reasonable time. specular not needed, one, or two bounces