Hello, I had spent last night struggling with what I thought was a lightmap error. After spending quite a while trying to fix the problem and then replicate the problem I found it wasn't the lightmap UV channel that was the issue but the first UV channel (which had overlapping UVs). Now from what I understand the UVs with your colour information can have overlapping UVs and your lightmap UVs can't- which is what I had in this example...
What I did to fix this is I squashed all the UVs for the colour channel into the 0-1 space and used the texture coordinate node in the material editor to tile and stretch out my squashed UVs. The Lightmap UVs remained the same. This is the result:
As you can see the lighting has been baked with no errors. My question is that is this a bit of a hacky fix? Granted, it does look better but I was under the impression that overlapping UV's were ok on a tileable texture- and has always worked for me previously. Or shall I just say 'hey, as long as it looks good and works properly' and get on with the rest of the scene.
Thanks in advance
Replies
The squashed set of UVs work but I feel like it shouldn't be done like this. The 2nd version is what is giving me problems although I thought it was ok to do that for a tiling texture.
And here are the lightmap UVs which is the same for both versions