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Lightmapping


The CopperCube editor has a powerful global illumination lightmapper built in, which can make 3d scenes look more interesting, by calculating static light and shadows for fixed geometry:




This page gives a short overview on how to use the lightmapper. If you want dynamic shadows instead, take a look at the Realtime Shadows overview.


Lightmapping a scene

To use the lightmapper, simply create a scene in the editor with at least one mesh. Import some 3d mesh file into the editor or create your own with the 'add cube', 'add plane' and similar buttons:


The scene to be lighted


Now, click the 'add point light' button on the 'scene editing' tab to add a point light. Alternatively, you could also right-click into the scene and select 'insert -> create a point light'. Move the light close to your mesh. Then, on the 'Light Mapping' tab, click 'Calculate!'. The scene may look now like this:


The same scene, lightmapped


If your scene is dark instead, your light might not be big enough or is hidden behind a wall or similar. Move the light a bit, and try to adjust its settings. When the light is selected, you can find some values to adjust on the 'attributes' tab in the property window: Try to increase the Radius of the light for example. And if you like, change the color of the light.



Properties of the light


You can also freely add more lights to the scene if you wish.
There are also several options of the lightmapper available which you might want to change:



Lightmapping options



Lights and shadows created using this technique are static and do not move when an object or a light source moves. If you want to have dynamic shadows instead, use the realtime shadows technique instead.