Difference between revisions of "What is Bakery and why use it"

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<u>What</u>
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[[File:fdlm1200x630.png|1000px]]
  
Bakery is a high-end, production-ready GPU lightmapper, designed with flexibility and performance in mind.
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Bakery is a high-end, production-ready GPU lightmapper, designed with flexibility and performance in mind. On top of light baking itself, Bakery aims to solve following problems:
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* Fixing various baking artifacts, such as seams, light/shadow leaks, incorrect shadow terminators, etc. Baking a lightmap should not bring more problems than rendering a camera frame in an offline renderer.
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* Baking all kinds of useful ligthing data. Direct and indirect contribution of different light sources in any combination, separate shadow masks, direction vectors, spherical harmonics, etc. Lighting can be also baked per-vertex or into probes instead of using textures.
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* Physical correctness. Bakery results were thoroughly compared against Mitsuba, a well-known unbiased renderer.
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* LOD support.
  
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Bakery can also take advantage of RTX hardware to speed up baking.
  
<u>Why</u>
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When used in Unity, following benefits are also notable:
 
 
Bakery is designed as an alternative to existing lightmappers and focuses on solving following problems:
 
* Fixing various baking artifacts, such as seams, light/shadow leaks, incorrect shadow terminators, etc. Baking a lightmap should not bring more problems than rendering a camera frame in an offline renderer.
 
* Baking all kinds of lighting data, not just complete lighting or GI only. As of today, you can ask Bakery to generate mixed direct and indirect lighting from all supported light sources and their shadow masks. Lighting can be also baked per-vertex instead of using textures.
 
 
* Directional information can be baked in the form of dominant direction map (classic “directional” mode in Unity), 3 maps for Radiosity Normal Mapping, or 4 maps for per-pixel Spherical Harmonics (much higher quality than classic directional). Multiple directional modes can be used in a single scene on different objects.
 
* Directional information can be baked in the form of dominant direction map (classic “directional” mode in Unity), 3 maps for Radiosity Normal Mapping, or 4 maps for per-pixel Spherical Harmonics (much higher quality than classic directional). Multiple directional modes can be used in a single scene on different objects.
* Physical correctness. Bakery results were thoroughly compared against Mitsuba, a well-known unbiased renderer. Unlike Unity’s built-in solutions, Bakery supports correct inverse-squared lighting attenuation (or if you don’t like it, you can always use Unity-compatible attenuation mode).
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* Bakery supports both correct inverse-squared light falloff and Unity's own non-physical one.
 
* IES light support.
 
* IES light support.
* Render Selected (see details)
 
* LOD support.
 
 
* Baked prefab support.
 
* Baked prefab support.
* Baking multiple switchable lightmaps per object is planned.
 
  
Bakery can also take advantage of RTX hardware to speed up baking.
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Some notable games shipped using Bakery:
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[https://www.callofduty.com/mobile Call of Duty Mobile]
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[https://landfall.se/totally-accurate-battle-simulator-early-access Totally Accurate Battle Simulator]
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[https://www.oculus.com/experiences/quest/2134077359973067 Dead and Buried II]
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... and many more!

Latest revision as of 23:06, 10 November 2019

Fdlm1200x630.png

Bakery is a high-end, production-ready GPU lightmapper, designed with flexibility and performance in mind. On top of light baking itself, Bakery aims to solve following problems:

  • Fixing various baking artifacts, such as seams, light/shadow leaks, incorrect shadow terminators, etc. Baking a lightmap should not bring more problems than rendering a camera frame in an offline renderer.
  • Baking all kinds of useful ligthing data. Direct and indirect contribution of different light sources in any combination, separate shadow masks, direction vectors, spherical harmonics, etc. Lighting can be also baked per-vertex or into probes instead of using textures.
  • Physical correctness. Bakery results were thoroughly compared against Mitsuba, a well-known unbiased renderer.
  • LOD support.

Bakery can also take advantage of RTX hardware to speed up baking.

When used in Unity, following benefits are also notable:

  • Directional information can be baked in the form of dominant direction map (classic “directional” mode in Unity), 3 maps for Radiosity Normal Mapping, or 4 maps for per-pixel Spherical Harmonics (much higher quality than classic directional). Multiple directional modes can be used in a single scene on different objects.
  • Bakery supports both correct inverse-squared light falloff and Unity's own non-physical one.
  • IES light support.
  • Baked prefab support.


Some notable games shipped using Bakery:

Call of Duty Mobile

Totally Accurate Battle Simulator

Dead and Buried II

... and many more!