Mr F
guycalledfrank.bsky.social
Mr F
@guycalledfrank.bsky.social
Graphics programmer, indie game developer.
Developed Bakery (a GPU lightmapper) and some other tools.
Ex-PlayCanvas engine dev.
Working on Faded: https://linktr.ee/fadedthegame
Other stuff: https://ndotl.wordpress.com/cv/
Lovely results!
January 10, 2026 at 10:48 AM
New Bakery version uses OptiX9 library instead 6.
OptiX9 API is massively different to OptiX6. The "fix" was comparable to porting a DX9 game engine to DX12 😅
But on the other hand, it's now much more efficient and in retrospect I see why NV wanted to deprecate 6...
December 15, 2025 at 4:58 PM
I couldn't find any notice of optix6 being officially deprecated so I HOPE it's a temporary bug.
December 7, 2025 at 5:05 AM
Reposted by Mr F
you can also use morton order as your 'hash' function to increase cache coherence even more. we used this all over dreams. admittedly not in an ao caching context, but one where build rates were lower. but, still worth a read in case it sparks any ideas in your head. its one of my faves ever
November 24, 2025 at 8:37 AM
Reposted by Mr F
Nice!
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...
October 7, 2025 at 7:42 PM
RTPreview was also updated for compatibility:

assetstore.unity.com/packages/too...
October 4, 2025 at 12:39 PM
Github access is here if you have the Store one: geom.io/bakery/wiki/...
Github access - Bakery GPU Lightmapper: Wiki
geom.io
September 28, 2025 at 10:18 AM
Additional important note: Light Filter meshes still receive diffuse lighting as any other lightmapped objects. Not visible on my video because I'm using a simple multiply-blend shader, but you can sample lightmaps on them (make a dusty stained glass?)
September 11, 2025 at 8:51 PM