hey so ive been reading around and tried a bunch of stuff to fix this but cant get it too work, my lightmaps are snapped to the grid with about 3 to 4 padding and i have tried to up the lightmap res the floor mesh in the image has a 2048 res lightmap and it still isnt fixing it the wall piece in the middle has a 1024 and…
Good collection here, people. Keep 'em coming :) One thing I just wondered about U4 - would it now be possible to bake level lightmaps in e.g. Maya and use the lightmap from Maya, instead of the ones Unreal generates? It would be cool to have more control over lightmap baking (for the maps, not for the assets). In UDK this…
Lightmass, from my experience, bakes the smallest lightmaps first, and moves up in size as it goes and takes on the biggest lightmaps last. It also doesn't update the progress bar until it finishes baking a map. So what I'm guessing is that you have an object or two with a huge lightmap res, and it's taking a long time to…
Lightmapping wasnt really designed to work with the free version of Unity. To fully take advantage of the builtin lightmapping while keeping all shader features you kinda need Unity Pro. Im guessing your problem is because of that. You should be able to set that specific object not static to exclude it from lightmaps, but…
Okay so here's the issue. I'm trying to render my scene using lightmaps created on a 2nd uv channel. I'm wanting that lightmap targa to multiply through the diffuse. I know for game engines its as easy as plugging in that lightmap targe in a multiply area for the 2nd uv in the shader. But I've never done it in max. Does…
The idea of baking is ancient. I recall people used Lightwave and Brazil render for 3d max in late 90th or something . Long before Render-to texture dialogs appeared in 3dmax . It followed an idea of "baking camera" using surface normals and UV space for ray tracing. Or just baking shader into UV including reflections.
i'm not that much into the whole environment process so all my answers might not be totally right, so what i know Manuel is baking the lightmaps with maya, i built a directional lightmap shader that takes the normalmap into account for blending the lightmaps, i did this with the help of some technical documents from…
here guys try this.. this one will toggle on and off when you press the key its assigned to and you can use any tint color you want.. this wont reset it to white when your done.. <font class="small">Code:</font><hr /><pre>macroScript lightsout category:"arshlevon" tooltip:"lightsout" ( lightsOn = true on execute do ( if…
I'm not a Headus user, so I don't know if it allows batching or not. What software do you need the lightmaps to work in? I've been doing some modeling and scenes for Unity, and found a great screen-space ambient occlusion tool which doesn't require lightmap UVs at all. If you are using Unity, and you need lightmapping, you…
I think frell is referring to the way unity disables specular and normals on objects receiving lightmaps. You could use directional lightmaps but they come with a bunch of minor irritations. You can also use dual lightmaps mode but I find it almost useless for most scenes. My biggest complaint working with unity is the…