Building a geometrynew

Building a geometry - part 1 - Loading a source scenenew

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 cachenew

Following part 1, we'll create static or dynamic global illumination and ambient occlusion caches for our geometry.

Building a geometry - part 3 - Adding lightsnew

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 probesnew

Following part 3, we'll setup static or dynamic reflection probes to add some material reflectance to our scene.

Building a geometry - part 5 - Defining ground elevationnew

Following part 4, we'll define the interaction of our geometry with a surrounding landscape by defining elevation weight and density maps.