Support for externally rendered light maps

Is it possible to utilize exr light maps rendered externally, for example in Blender, in Reality Composer Pro 3?

I am thinking there might be a light map node in the material graph editor, that uses the same mixing modes as internally generated light maps, allowing workflows where light maps are rendered externally.

Answered by Vision Pro Engineer in 891498022

Yes absolutely! You can place an entity with a ImageBasedLightComponent in your scene, and initialize it with an EnvironmentResource that uses your .exr data. Then attach an ImageBasedLightReceiverComponent to any entity that should receive environment lighting from your resource. Note that you can place the component on a container entity and each of the sub-entities will recursively receive your environment lighting.

Thank you for your question!

Yes absolutely! You can place an entity with a ImageBasedLightComponent in your scene, and initialize it with an EnvironmentResource that uses your .exr data. Then attach an ImageBasedLightReceiverComponent to any entity that should receive environment lighting from your resource. Note that you can place the component on a container entity and each of the sub-entities will recursively receive your environment lighting.

Thank you for your question!

To answer your question about baked light map textures, yes this is possible. In fact, we built Petite Asteroids in the previous version of Reality Composer Pro using externally baked light maps by creating unlit Shader Graph materials, which are also available in Reality Composer Pro 3.

Support for externally rendered light maps
 
 
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