Check this blend file: Bakednpacked3.blend.zip 450 K
After opening press P-key to start game engine.

All light in this scene baked to textures.
Rendering done with a lot of passes.
First pass is photon map.
Second is indirect diffuse and direct light with raytraced shadows. In this pass I wrote point cloud map from Ci in surface shader in st space.
And finally I had added separate pass to each object to convert point cloud to texture.
This way to bake texture will be available as plug-in for Ribber3 exporter which we (Qewerty and I) intend to write.
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