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.
Lightmap baking in Unity 2017.2
Moderator: ChrisHekman
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.
- Rick
- aliyeredon
- Posts: 10
- Joined: Sat Sep 09, 2017 3:53 pm
I think Lightmap Baker has not been released yet
- ThomasPasieka
- Posts: 9
- Joined: Thu Jun 11, 2015 11:57 am
I sure as hell hope that this isn't the final design/workflow.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?
We are still working on the samples and tutorials for this (Beyond the simple scene demo we showed at Unite).
- monkeybrother
- Posts: 9
- Joined: Fri Sep 24, 2010 6:37 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.
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.