Building a geometry

Building a geometry - part 1 - Loading a source scene
Load any existing scene graph and turn it into a geometry. Discover the sub mesh data link between the source scene and the built geometry.

Building a geometry - part 2 - Setting up a GI cache
Following part 1, we'll create static or dynamic global illumination and ambient occlusion caches for our geometry.

Building a geometry - part 3 - Adding lights
Following part 2, we'll define some lights for our scene. We'll cover dynamic lights, static lights, full or indirect baked lights, IES profiles.

Building a geometry - part 4 - Adding reflection probes
Following part 3, we'll setup static or dynamic reflection probes to add some material reflectance to our scene.
![]() | Building a geometry - part 1 - Loading a source scene![]() |