Hi, I need some help with building workflow for baking lightmaps in Maya with correct color space.
If I bake without any color correction, I get decent results but I obviously can't use physically correct lights, because if I set lights' falloff to quadratic they just don't behave correctly - the highlights are too bright and everything else is dark.
If I go to render settings and mess around with color correction settings, I get correct lighting when I render it: the highlights are alright, the light fades smoothly, I am generally happy with result. But once I bake lightmap, it ignores any color corrections and I get dark image once again.
Could anyone share their experience on how should I bake lightmaps with physically correct lighting using quadratic falloff? Thanks!