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Lightmapping, Atlasing and UV-Mapping the whole Scene

Hey there! When using Beast with automated Atlasing, it creates such a beautifully rearranged UV layout for the entire scene. If I understand correctly the baked lightmap .exr is then rendered (multiplied?) into the exsisting textures. Now my question is whether it would be possible to multiply another modified lightmap (in this case 8bit) with the same UVs into this texture and is it even thinkable for mobile devices, performance wise? the "stacking" would look something like this:

  • automatically atlassed uv w/ custom adjusted former lightmap (2k texture, 8bit, multiplied)
  • automatically atlassed uv w/ automatically created lightmap (1k texture, 32bit)
  • manually unwrapped uv w/ manually painted diffuse texture (1k textures, 8bit)

It seems a little hard to explain what exactly I need, so let me talk about the result I'm looking for. I need a lightmapped scene, but instead of just getting darker in the unlit areas, I want to have the shadows look kind of "cross hatched". So I'm aiming for a hand-drawn look, shading wise. Does anyone have an idea how to achieve this?

Cheers, Felix

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asked Mar 02 '12 at 10:07 PM

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GoldenTricycle
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asked: Mar 02 '12 at 10:07 PM

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Last Updated: Mar 02 '12 at 10:07 PM