Mario Kart 8 Custom Track Tutorial Part 14 - Light and Shadow Map Fundamentals
In this supersized episode, I ramble on for 80 minutes about baking shadow and light maps. This episode covers all of the fundamentals I can think of, but as I say in the video, we'll likely need a couple more parts to address the issues that come with baking for more advanced courses.
If you watch this whole thing, first I'm sorry and second, congratulations on surviving that long.
0:00 Introduction
1:24 What is baking?
2:10 Why does the track look different than last time?
3:15 Blender Render View and Cycles Rendering
6:50 Adding Emissions to Gravity/Glide Panels
8:30 Making Water Semi-Transparent in Blender
9:30 Here Comes the Sun
12:30 Adding a second UV Map for all objects
16:30 Setting up shaders for baking in the Shader Editor
21:55 A vital PSA regarding baking and the Shader Editor
25:15 UV unwrapping the Bake Map and Smart UV Project
29:15 Distributing space in the Bake UV Map appropriately
32:55 Showing and hiding in render view
34:10 Setting up render settings
35:15 Enabling Ambient Occlusion in the scene (which may or may not be necessary)
36:25 Render settings continued
38:30 Shadow Baking
40:00 Fixing surfaces that are too small/narrow to bake
43:45 Saving the Shadow Bake
44:15 How to rebake only part of the Bake Map
46:35 Ambient Occlusion Bake
47:50 Light Map Setup
49:44 Fixing a Circular Dependency Error (Squadaloo forgets his own vital PSA)
51:40 Light Map Test Bake
53:15 Changing Emission Strength
54:20 Light Map Bake for Real this Time
55:35 Combining the Shadow and AO Maps in Gimp
1:03:10 Finishing the Light Map in Gimp
1:05:25 Just open Track Studio and skip ahead a minute, I forgot to cut this
1:06:30 Importing the maps into Track Studio
1:08:00 Reexporting track from Blender
1:09:00 Attributes Shader Mapper and applying maps
1:17:05 Testing in Cemu
1:18:58 Outtro
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