Quazar3D: Master Tutorial

3D Modeling workflow for Quazar3D  »  Light map

Light map


Creating light maps is a process in which the program transfers lighting generated by existing lights within the scene into a texture. It allows turning off dynamic lights without losing their effect. It greatly improves the performance of the scene at the cost of effects (getting rid of dynamic lighting removes dynamic shadows etc.) that is why this method should be applied to objects that remain static and do not interact with the environment. To create a light map a model is required with texture on first and second channel.

Before creating light maps place all elements of the scene (at least static elements), apply materials and set all lights.

Light map generator can be found in the upper tool bar under "Illumination".


Create LightMaps: creates a light map according to the coordinates of the UW grid. Lights are embedded in the existing texture which should be placed in a slot "Lightmap". To unlock this slot go to States->Ambient: Lightmap. It is best to place an empty black bitmap.

Enable LightMaps/Disable LightMaps: turns on/off the quick preview of a generated light map.

Update LightMap: updates a light map when changes have been introduced to settings. Applies only to settings below the button Create LightProbs.

Step: the distance between light samples.

Near clipping: minimal distance for light samples (high values will not illuminate objects close to the light source)

Far clipping: maximal distance for light samples.

Bound mesh: optional boundary which will block generating lights beyond its area.

Bound expand: expands the area of Bound mesh.

Merge threshold: the threshold of merging light samples and their clusters. It can accelerate the process when the scene has a lot of light sources.

Direct scale: determines the saturation of light colors for a given source.

Indirect scale: determines the brightness of reflected lights.

Radius: the radius of Ambient Occlusion.

Samples: the number of samples used while generating Ambient Occlusion.

Supersampling: a process in which a map, several times larger than the original, is generated and then scaled down. This process benefits the quality and smoothness of the map at the cost of lengthening the process of map generation.

Extrude: creates a contour around the texture of a radius expressed in pixels. It allows for removal of dark areas generated by graphic cards in areas where alpha is used.

Blur: blur value expressed in pixels.

Light map can be viewed in an attached project in materials cave_floor or cave_wall.