Has anyone played with baking in Unity?
I have a question regarding the management of textures and materials. Let's say I have a scene with 100 objects that all have individual light maps. Technically, I would have to do this ever time I update the scene:
-Start scene with 100 objects with original materials
-Render 100 textures
-Assign 100 textures to 100 materials
-Assign 100 materials to 100 objects
At that point, all the original materials are no longer assigned, so if I try to render an update lightmap, it won't render properly.
There is one solution I like, Flatiron is a texture baking software for 3ds Max. Its solution is to produce a "shell" for each material. This shell protects the relationship of the original and baked material so that both can love simultaneously. Users are given a toggle to determine if the want to render with the original or baked results. Once a decision is made, it is possible to destroy the shell and keep only the baked or original part of the material.
Is there a similar way to apply this concept in Octane for Unity?