Setting up baked lighting for an environment with a lot of large, not-axis-aligned shapes is kind of a pain in the ass, and after trying various solutions back on Light Probes I ran into a program that lets you generate a collection of Light Probes based on a scene's navmesh.
[https://github.com/gampixi/auto-light-probes]
This way you can take a navmesh object[which is typically its own material, as it's often just the floor of the playable area] and generate a collection of Light Probes based on it.
Would it be possible to write something that lets you take a scene navmesh and convert it to a collection of Light Volumes? I know complex shapes will need to be heavily simplified to handle the grid-space limitation, but if you simplify the shape enough you should be able to get a resolve that can be referenced for a collection of Light Volumes, and then get something that can be tweaked from there.
Setting up baked lighting for an environment with a lot of large, not-axis-aligned shapes is kind of a pain in the ass, and after trying various solutions back on Light Probes I ran into a program that lets you generate a collection of Light Probes based on a scene's navmesh.
[https://github.com/gampixi/auto-light-probes]
This way you can take a navmesh object[which is typically its own material, as it's often just the floor of the playable area] and generate a collection of Light Probes based on it.
Would it be possible to write something that lets you take a scene navmesh and convert it to a collection of Light Volumes? I know complex shapes will need to be heavily simplified to handle the grid-space limitation, but if you simplify the shape enough you should be able to get a resolve that can be referenced for a collection of Light Volumes, and then get something that can be tweaked from there.