juanjgon wrote:Baking specular lighting makes no sense, it depends on the camera position, so it must be computed by the engine (Unity) from the material specular parameters or from a specular texture map.
juanjgon wrote:Hmm, perhaps the problem is that I'm talking about baking the scene lighting, not building pbr texture maps. I suppose that the Octane baking feature is designed to bake the scene diffuse/GI and AO lighting, not to bake texture sets, but I can be wrong. To be honest, I'm not an expert in lighting or texture baking for game engines.
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