Thanks for the info, this is new to me, my motivation come mainly from the following.
Then I also want it to look realistic. This is for a demo only for some people to show that this could be done for interior design. Its clear that with the PBR materials in PlayCanvas it can look quite realistic, but the lighting in your demo at top of this thread makes it look even more realistic, the key realism comes from lighting on floors and walls from the window and the ambient lighting on floors, walls, ceiling, window.
Since I want the layout of everything to be determined at runtime when the scene is first created with minor changes such as addition of bed etc later, this falls into the category of 3. Runtime Engine Lightmapping, however I only need the baked lightmapping to be computed once since the walls and doors do not change position from the time of creation of the scene and I don’t care to include interior objects such as beds, chairs, tables in this highly detailed lighting.
So I see the lighting computed as follows.
- Objects are added to scene with runtime lightmapping.
- User can move objects around.
Scene from 1. may be re-used so should be cached/stored, the room may be re-used for different customers.
For example, where I placed chairs inside your demo and made an outside light to “fake” the lighting on the chairs to match the baked lighting. The only problem being there are no shadows for the two chairs, but that seems acceptable here in this adjusted demo.