The_Lightmapper
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Trying to get in viewport something like in UE4 (!)
Hello, this is not an issue, but I don't know where to post it. I'm doing some test to achieve in Blender viewport (with Eevee) something similar to UE4 with static objects. So I'm using "lighting mode = Combined", and I keep the lights ON after baking, without shadows and dimmered quite a bit, to get speculars and a better lighting. In my simple test this workflow is working quite well, but the speculars don't take in account the lightmaps. This is a view in backlight to better show the problem:
As you can see the shadows are gone, but if I plug the lightmap in the specular channel of the materials (mutilpied by a little factor, ex. 0.1) them are looking much better:
I think that for a better result the lightmaps shoud be flattened to 8bit and multiplied by 0.5, but unfortunately I'm new to Blender, and I don't know how to do that with Node. So, my question is: could the lightmaps automatically be plugged in the specular channel of the material, just like in the base color, to avoid weird effects with the speculars and the reflections?
I know that probably this is something that go further the scope of this plugin, but with a bit of tweaking I think that could be a nice improve.
For sure I could manually convert and plug each lightmap in its own material channel, but it's a very long task and when I rebuild the lightmaps all the job would be gone.
Many thanks for your job!