lightmap baking for complex unity scene

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lightmap baking for complex unity scene

Postby emn » Mon May 14, 2018 4:12 pm

emn Mon May 14, 2018 4:12 pm
Hi,
baking works great if every scene object has its own texture map with UVs ...
but can you please explain how to bake lightmaps for complex scenes and reusable object prefabs using tiled textures?
Is it possible to group similar object into a baking group and thus render one lightmap for several objects?

Thank you
emn
 
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Re: lightmap baking for complex unity scene

Postby Xhed » Tue May 15, 2018 10:02 am

Xhed Tue May 15, 2018 10:02 am
You can combine multiple objects into a single baking group. If the baking group settings are part of the prefab, you'll need to make those per-instance.
- Rick
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Re: lightmap baking for complex unity scene

Postby emn » Sat May 19, 2018 7:35 pm

emn Sat May 19, 2018 7:35 pm
Thank you for the info.
I set up a simple floor, 4 columns and a roof. The columns had one baking id and the floor+roof another.
(cam=baking cam to rendertarget)
I rendered to UV2 but it always rendered only a part of the object and also included the texture.
How can I calculate the lightmap only and assign it to all objects in the baking group?

Thanks

p.s.: or are there other lightmap features coming up?
emn
 
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Re: lightmap baking for complex unity scene

Postby Xhed » Tue May 22, 2018 11:23 am

Xhed Tue May 22, 2018 11:23 am
New baking functionality will be available when we have a stable test release containing Octane 4.
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