Following projects use LightsprintCore library for off-line rendering.
They are located in samples directory in the SDK, binaries in bin.
When processing foo/bar.3ds scene, results are saved to foo/bar_precalculated directory by default.
LightSpeed
BuildLightmaps
builds standard and directional lightmaps
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ambient occlusion, bent normals...
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- commandline tool
- loads Collada / Gamebryo scenes
- builds lightmaps / directional lightmaps / occlusion / bent normals
- builds global / direct / indirect illumination, with infinite light bounces and color bleeding
- builds per-pixel / per-vertex
- saves jpg / png / hdr / tga / bmp / exr / jp2 / tif / pcx / etc
- optional viewer of results
CPULightmaps
computed lightmap
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computed bent normal map
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- builds lightmaps like BuildLightmaps sample
- very short source code, no options, no GUI