In this image, a cubemap image has been automatically laid out into a longlat format. You can toggle the rendering of Ambient Cubemaps in the Level Viewport by selecting Show > Lighting Features > Ambient Cubemaps. SSAO is applied to get contact shadows from nearby geometry (see Ambient Occlusion ). Because light comes from many directions, we cannot simply use shadow maps for this light type. The Ambient Cubemap is only intended to be used for a subtle directional ambient term (useful in games with completely dynamic lighting), or for model viewer applications. ![]() Use a Sky Light instead when representing the sky's lighting. The Ambient Cubemap has very limited local shadowing (SSAO only).
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