![]() You need octane-specific materials applied on everything if you want good quality, and possibly different asset meshes, additional FX, etc. We definitely need some learning resources on all that, with a real-world example like the animated background above.īut in practice, I have my doubts about the reusability of an in-game scene for baking stuff like that. So in this case, having the ability to do that in Unity is an advantage, because you already have your scene all set upĪnd it even seems like it allows for some level of dynamism with lighting if you bake it correctly. It's based on the actual game level that you'd have in Unity, but when seen from far-away, it's pre-rendered. ![]() If I understand correctly, you could use this to bake "animated backgrounds/skyboxes".
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