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mirror of https://github.com/izzy2lost/UnrealEngineUWP.git synced 2026-03-26 18:15:20 -07:00
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UnrealEngineUWP/Engine/Source/Programs/UnrealLightmass
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Daniel Wright 4cef0b1168 Lightmass triangle normal is now averaged over the lightmap texel, improves cases where a small ledge near the texel center causes the final gather to be self-occluded.
The lighting position is no longer offset when detecting intersecting surface frontfaces within a texel.  This was causing fully shadowed artifacts in cracks, as one side of the crack would move the shading position into the other.

[CL 2639528 by Daniel Wright in Main branch]
2015-07-30 18:02:58 -04:00
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Private
Lightmass triangle normal is now averaged over the lightmap texel, improves cases where a small ledge near the texel center causes the final gather to be self-occluded.
2015-07-30 18:02:58 -04:00
Public
Added PrecomputedAOMask material node - allows procedural texturing using Ambient Occlusion computed by Lightmass
2015-07-01 15:54:45 -04:00
Resources
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UnrealLightmass.Build.cs
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UnrealLightmass.Target.cs
Remove bBuildRocket from GUBP_AlwaysBuildWithTools; doesn't seem to be needed any more (and if it is, we need to fix it in a way that doesn't make "rocket" distinctions)
2015-03-12 08:29:35 -04:00
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