Hi, I have a scene and just wanted to bake a lightmap for it. So everything for diffuse is on ch 1 in uv and for lightmap everything is unique mapped in ch 2.
here is the scene and the baked lightmap, and uv for it.
the problem is that I got "spots of light and shadows" in my baked lightmap.
it appears to be from the sky light, when on. without the sky light I get a really dark lightmap and leveling in ps doesn't help.
I used free direct, photometric lights, mental ray and scanline to bake and I cannot get a clean lightmap
.
this one is with the light on and hardware display, aprox this result I should get with the light map, but I'm far from getting the shadows correctly.
Btw, a strage thing is that after aplying the lightmap on the mountain it changes the uv or the tile, 90degress :-o...I don't understand why is that, because I'm using tiles on the terrain as well and those remain intact after aplying a dx lighmap shader. --> me stupid, I was rotating the texture 90degress in the diffuse slot
)
Thanks in advance
Replies
I would also advise turning off shadow-casting for the grass planes, it only reinforces the hard edges of your grass planes.
^
Also i found that you can export your level to mudbox apply the lightmap as a regular texture and use the painting tools to correct or improve the lightmap bake.
Isn't this a Gameloft art test ?
Looks extremely familiar. Just sent mine a couple of weeks ago .
thanks Eric. I did some tests and I found that baking in 2010 removes the problem using the daylight system.
Mime, thanks for the tip. and yes, its a gameloft test )