There is a short and straight forward demonstration on how to do this in 
Blender using the cycles renderer would you believe using it in the 3d viewer 
or the blender game engine. here is a link:

Introduction to Blender Cycles Baking

  
             
Introduction to Blender Cycles Baking
When creating environments for animation, it’s important to make the lighting 
visible in real time. Find out how Blender cycles baking helps achieve this.  
View on www.blenderguru.com Preview by Yahoo  
  
 
 

Michael 




On Saturday, August 23, 2014 8:25 AM, "[email protected]" <[email protected]> 
wrote:
 


I’m no specialist at all – but it’s not because the lights move around that 
there’s no baking involved.
In my understanding and the little bit of research I did nearly a decade 
years ago – which was unrelated to Unreal – that was one of the paths being 
actively explored: baking a scene, and spherical harmonics in particular – 
which 
would allow to then have dynamic lights with radiosity in realtime. And the 
logistics at the time were a render/bake of a few hours and files running in 
the 
gigabytes...
  
From: Eugene Flormata 
Sent: Saturday, August 23, 2014 7:36 AM
To: [email protected] 
Subject: Re: ot: unreal engine
  https://www.youtube.com/watch?v=rOkJ1-vnh-s
this 
doesn't really look baked though



On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <[email protected]> wrote:

It's all about baking. Recently, I made some arch viz app for Andriod and  iOS 
and I was able to achieve good quality. It was for unity and I did all the  
baking in soft.
>
>Sent from my iPhone
>
>On 23-Aug-2014, at 4:06 am, Nicolas Esposito <[email protected]>  wrote:
>
>
>Consider that this is a kind of tech demo, means that Unreal  Engine 4, being 
>a game engine, is built to manage multiple aspect ( physics,  characters 
>movement and logic, enemies logic, particles and so on ) 
>>The video shows how good is UE4 with lighting and "atmosphere", but the  you 
>>actually build your scene as a game you need to do lots of  compromises...
>>Cryengine 2 was used as well for archivz and the results were stunning,  and 
>>lots of companies get a license to develop just that...
>> 
>>The main issue that I found right now is that if you want to share or  send 
>>the work to your client ( as a walkthrough I mean ) you have to send (  and 
>>install ) a 1-2gb file, which most clients are not so comfortable  
>>with...otherwise you can just render a video with it...the main advantage is  
>>that you don't wait 5 minutes per frame, but just a couple of seconds.
>> 
>>Anyway this engine looks amazing and the constant updates are improving  it 
>>more and more
>>
>>
>>
>>2014-08-22 23:18 GMT+02:00 Cristobal Infante <[email protected]>:
>>
>>Some more in his work in kotaku: 
>>>
>>>http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>> 
>>>And also a while back this Swedish apartment was done in Unreal  (previously 
>>>done in octane). He even offers a download if you want to test  the 
>>>interactivity.
>>> 
>>>http://vimeo.com/m/98625270
>>>
>>> 
>>>
>>>On Friday, 22 August 2014, Matt Lind 
      <[email protected]> wrote:
>>>
>>>Addendum:
>>>> 
>>>>It’s  also part of the reason why 3rd party apps such as Fabric  Engine can 
>>>>render faster than the native viewports – less  overhead.
>>>> 
>>>> 
>>>>Matt
>>>> 
>>>> 
>>>> 
>>>>From:Matt Lind 
>>>>Sent: Friday, August 22, 2014 2:11 PM
>>>>To: [email protected]
>>>>Subject: RE: ot: unreal  engine
>>>> 
>>>>Not  the entire reason, but a big part of it is DCC apps must spend a lot 
>>>>of  time reading and evaluating construction histories and other user  
>>>>interaction whereas the displayed data in a game engine is stripped down  
>>>>to the bare minimum for performance.  Game engines will always be  faster 
>>>>than DCC apps in that regard, and by a large  factor.
>>>> 
>>>>As  for look quality, it’s just a matter of writing the shaders.  You  can 
>>>>do that in Softimage.
>>>> 
>>>> 
>>>>Matt
>>>> 
>>>> 
>>>> 
>>>>From:[email protected] 
>>>>[mailto:[email protected]] On Behalf Of Jordi Bares
>>>>Sent: Friday, August 22, 2014 2:04  PM
>>>>To: [email protected]
>>>>Subject: Re: ot: unreal  engine
>>>> 
>>>>I still wonder why the viewport of our 3D apps is not  as good as that… :-P
>>>> 
>>>>Jordi  Bares
>>>>[email protected]
>>>> 
>>>>On 22 Aug 2014, at 21:34, Francisco Criado  <[email protected]> wrote:
>>>> 
>>>>it seems to be, it only tales 10 minutes to build the  light mapping. 
>>>>details here:
>>>>https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>> 
>>>>2014-08-22 17:30 GMT-03:00 David Saber  <[email protected]>:
>>>>On 2014-08-22 18:55, Francisco Criado  wrote:
>>>>have to share this: 
>>>>> 
>>>>>UE4 Archviz / Lighting  2 
>>>>> 
>>>>> 
>>>>>F.   
>>>>wowo, this is realtime?
>>>> 
>>>> 
>> 

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