![]() ![]() ![]() So I can confidently say that yes, the 1st part of the tool chain for baking is well within the reach of the browser, especially with WebGL2 now, and WebGPU on the horizon.īut since I have narrowly focused on this aspect, I have necessarily neglected the other equaly-important parts of the baking toolchain, namely the texture handling and UV unfolding into texture atlases. Personally speaking, I am fine with the 1st item on that list (the ray tracing engine), and have mainly focused on writing ray tracers and path tracers in the browser for the last 7 years. That’s not to say that three.js or Babylon.js aren’t capable someday to do lightmap baking all in the browser exclusively - it’s just that there are so many moving parts in the baking toolchain/pipeline, that it is difficult (as of today) to somehow cobble all of these disparate pieces together into an efficient solution.Īs states, there is a list of things that have to work in tandem in order for the result to come out correct and professional-looking. For now unfortunately, I have to agree with and also suggest that you use an existing rendering package and tool set like Cycles (or VRay, or something similar). Thanks for the I have been asked about this very topic on the Babylon.js path tracing project forum thread as well as my own older three.js path tracer project.
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