Lightmap baking in Unity 2017.2

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Lightmap baking in Unity 2017.2

Postby wadams201 » Thu Oct 12, 2017 4:28 pm

wadams201 Thu Oct 12, 2017 4:28 pm
Hi, I'm a bit confused on baking to texture with the latest octane for unity build. On the Unity/Octane website, it says in Unity 2017.2 the octane baking workflow will be feature ready. There is indeed a bake-to-texture option with the camera, but I can't figure out how to actually implement this with a baking workflow. Is it ready and I just don't know how to use it, or is it not ready yet? If it is ready, is there anywhere I can go for information on how to use it?

Thanks.
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Re: Lightmap baking in Unity 2017.2

Postby Xhed » Fri Oct 13, 2017 8:01 am

Xhed Fri Oct 13, 2017 8:01 am
After baking the texture, assign an unlit shader to your material, and use the texture you created using Octane as diffuse map. You'll have to modify the texture offset & tiling in the unlit shader to match the way the baking is set up in the PBR Instance Properties component of your mesh.
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Re: Lightmap baking in Unity 2017.2

Postby adamnerva » Sat Oct 14, 2017 7:34 am

adamnerva Sat Oct 14, 2017 7:34 am
Is that what the final design of this feature will be? Or you have only implemented the texture baking, but not yet the editor integration?
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Re: Lightmap baking in Unity 2017.2

Postby aliyeredon » Sat Oct 14, 2017 3:11 pm

aliyeredon Sat Oct 14, 2017 3:11 pm
I think Lightmap Baker has not been released yet
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Re: Lightmap baking in Unity 2017.2

Postby ThomasPasieka » Mon Oct 16, 2017 5:11 pm

ThomasPasieka Mon Oct 16, 2017 5:11 pm
adamnerva wrote:Is that what the final design of this feature will be? Or you have only implemented the texture baking, but not yet the editor integration?


I sure as hell hope that this isn't the final design/workflow.
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Re: Lightmap baking in Unity 2017.2

Postby Goldorak » Tue Oct 17, 2017 1:12 am

Goldorak Tue Oct 17, 2017 1:12 am
We are still working on the samples and tutorials for this (Beyond the simple scene demo we showed at Unite).
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Re: Lightmap baking in Unity 2017.2

Postby monkeybrother » Tue Oct 17, 2017 12:56 pm

monkeybrother Tue Oct 17, 2017 12:56 pm
It has to be more intuitive and easy to use than it currently is, at least. Without easy batch baking and an easy way to re-render/update the lightmaps without switching materials back and forth it's pretty much useless in production.
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Re: Lightmap baking in Unity 2017.2

Postby adamnerva » Tue Oct 17, 2017 8:43 pm

adamnerva Tue Oct 17, 2017 8:43 pm
Oh no, it sounds like they really intentionally designed it like this. An unlit diffuse material is suitable only for a mobile game. You will have no specular. This is super old school. Otoy, please study how baked lighting works, and how it is implemented in modern game engines like the new progressive baker in Unity, and Lightmass in UE4.
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