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Light maps example


pco38
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I tried this option, but it does'nt work... The result was a black object...

I have generated my light map from 3ds.

I need to put simultaneously the standard texture on the slot diffusetexture and the light map on the slot ambienttexture, or only the light map?

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  • 1 year later...
7 hours ago, Deltakosh said:

So use either EmissiveTexture (additive) or LightMapTexture (multiplicative)

Wow... I'm still not sure about this @Deltakosh ...

Here is says EITHER emissiveTexture OR lightmapTexture 

But you said the steps are EXACTLY correct BUT I'm using BOTH emissiveTexture and lightmapTexture:

So for FULLY BAKED lighting with STANDARD material:

1... DO NOT SET diffuseTexture at all

2... SET diffuse color to white and specular color to black

3... SET main texture and main color to emissiveTexture AND emissive color (instead of diffuseTexture and diffuse color)

4... SET lightmapTexture to my unity produced lightmap.jpg

5... SET useLightmapAsShadowmap to false

IS THE EXACTLY CORRECT.. IF not please alter the steps above

SO MANY OPTIONS... I just wanna do some full light baking and i don't know which right... at least well enough so i can add to the toolkit for everyone to use... And my toolkit is not right :(

 

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@Deltakosh I don't think this is right.... Appeartly

 5... SET useLightmapAsShadowmap to false is wrong

it should be true... From my testing.... This should ALWAY be true if you use a lightmap... I thought it should be false because i was using emissive... BUT i guess it should always be true if using lightmapTexture...

And This: "So use either EmissiveTexture (additive) or LightMapTexture (multiplicative)"

HOW CAN THIS BE TRUE... I am using BOTH emissiveTexture and a lightmapTexture at the same time... but you say "either or"

Oh YEAH AND... What is the Specular set to black equivalent when using PBR Material instead of Standard material???

 

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