I'm not there yet. I still have a long list of "wishes" that I want to try to implement, but I just couldn't resist to make a little demo in between: an old fashion "nature morte". Best way to test is making real cases anyway...
Thanks to raytracing technics, the new class outputs now a level of detailing far superior than the previous one, allowing some pretty convincing results.
It comes of course at a cost. (It's Flash remember). Since it's useless for runtime, you can prerender while working on something else. No need to say that a dedicated AIR app would help greatly the workflow.
The image below shows exactly the same scenery as above before it was "treated".
For the "highres", I've rendered most textures at 512x512 and outputed them from Flash 10 to disc. It took 20 minutes on my mac. The demo below, shows you the process, but to spare you render time, I've set the most textures back to 128x128. If you want to try it, it will cost you around 3 minutes before be able to explore the nature morte with your mouse.
Oh yes, where is V2? Well it was a dead end. Overcomplicated for this purpose, however I've found some pretty interresting stuffs for future uses while working on it. So it might not be total waste afterall.
The faster renderer (v1), from my last post has also been improved on performance, appearance and will remain available, making it ideal for fast impression or prebaking at init of a project runtime.
Here another little demo.
The code required looks like this:
LPB = new LightPrebaker(object3D, [lightobject], sceneambient, true);
//false == fast rendering, no shadows
LPB.addOnTraceProgress(traceProgress);
LPB.addOnTraceCount(traceCount);
LPB.addOnTraceComplete(traceComplete);
LPB.apply();
Up to V4 now!





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