In-browser lightmap and ambient occlusion (AO map) baker for react-three-fiber and ThreeJS.
Example:
<Lightmap>
<mesh position={[0, 0, 0]} castShadow receiveShadow>
<boxBufferGeometry attach="geometry" args={[3, 3, 1]} />
<meshStandardMaterial attach="material" color="#ff6080" />
</mesh>
<mesh position={[0, 0, 1.8]} castShadow receiveShadow>
<boxBufferGeometry attach="geometry" args={[2, 2, 2]} />
<meshStandardMaterial attach="material" color="#4080ff" />
</mesh>
</Lightmap>
Try it in this editable sandbox.
NOTE: actual lightmap rendering is performed on a separate hidden canvas and WebGL context. If you are consuming any context in your lightmapped content, you will need to "bridge" that context.
To track when baking is complete, provide onComplete
callback to Lightmap
- it will be called with the resulting texture as the first argument. The library does automatically assign that texture as the lightmap on all the baked mesh materials too.
git clone git@github.com:pmndrs/react-three-lightmap.git
cd react-three-lightmap
yarn
yarn storybook
onComplete callback- proper denoising, calibrate the light sampler
- much more optimization
- composited multi-layer lightmap based on several distinct groups of light sources
- e.g. for individual flickering lights, neon signs, etc
- rudimentary light probe support for dynamic meshes/sprites
- can start with just omnidirectional total amounts collected in 2D grid textures
- might want the light probe pattern to be customizable
- bake-only lights (turned off after bake)
- useful for game levels - e.g. could have hundreds of lights baked in and then discarded
- currently the lightmap is indirect-only, so this needs an extra step to sample direct light contribution
- saving/loading the generated lightmap texture (useful for game levels)
Based on original experimental implementation by @unframework.