Hey guys!
I have an issue here with unity3 maybe someone can help me out.
I have two groups of meshes in the same scene, and I want separate lightmaps for each one of them. I select one group and do bake selected, but when I select the second group and do bake selected unity obviously overwrites the previous lightmap. Is there any way I can do this properly? Some groupId kind of thing I can issue to each of the meshes so they go into different lightmaps?
cheers!
Replies
Basically under lightmapping-maps we can define the array size, which is the number of lightmaps we want, and after that select each object and go to lightmapping-object and define the lightmap index which is the number of the lightmap you want that object to go into. Also you have to check lock atlas under bake.
This poses a problem with cloned objects though, because it seem to be placing cloned objects in the same uv space, and even if you set the index to be different it will send them to the same lightmap, but I still need to do some testing on this first.
Also, the feature scale in lightmap under lightmapping-object doesn't seem to be affecting anything in the end result, the object ends up having the same size in the uv space despite using different values. Need some testing on this too though, and I'll get back at you guys when I have something certain.
cheers!
Also, Unity really needs some more control globally over the lightmaps. At least let us change the exposure - it's nice that I can bring the maps into photoshop, but it'd be so much fater just being able to have a few sliders and tweak in realtime.
Anyway, about the control you have over Beast, if you go here they explain how you can define custom setting for it using an xml file. It seems to let you have a bit more control over it, even though I haven't looked at it indept yet.
It seems like the much advertised lightmapping feature is a bit unfinished, at least usability-wise...
Have you guys had any problems with normal maps when using Beast? Sometimes it just blows away all normal map detail the second it gets the light maps done!
I just asked about this in Unity's forum and found out that apparently you need to have deferred rendering on for the lightmaps and normal maps to play nicely together.
I just have the Pro trial, but I guess it's better to rely on third party light mapping with the free version.
Still a pain
MaxAtlasSize.cs > Place it in "Editor" folder
Hope this helps..
well it might be a problem when you are creating content for web, and your target audience has a huge range of computer specs possibilities.
Having smaller textures would indeed help attenuate the issue, but still, call me a control freak, but I really rather have full control over the whole process.
bugo: bringing them from max would solve the whole issue, but it is way too time costly in comparison to baking the lightmaps in unity. err no, not really, that usually is not an issue because you can set the resolution you want each object to have in the lightmap.
what I have is two scenarios, and when the player is inside one, he isn't able to see the other one, so if you are in scenario A and because of one little table for example, you are loading an entire lightmap from scenario B it is absurd. now imagine that happens with a few more objects, and instead of loading 1 or 2 2048 lightmaps inside a room, you are loading 4 or 5 filled with unused information. It's a waste I don't like to have.
cupsster: cheers mate, that can be useful!