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Adjusting lightmap index, tiling, offset of baked objects

Discussion in 'Global Illumination' started by Findus, Aug 26, 2018.

  1. Findus

    Findus

    Joined:
    Jun 23, 2012
    Posts:
    111
    Hi,

    See title. How can I adjust these settings and assign for example earlier baked lightmaps to objects once they are baked?

    I/T/O are listed in the mesh renderer, but I see no apparent way to manipulate them.
    If I remember correctly, this was possible in earlier versions.
     
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    Hello!

    Currently, you can only force an object into a separate lightmap by assigning a different Baked Tag index to a mesh. To do so, simply create a Lightmap Parameters game object and assign it to the mesh renderer of your choice.

    Unity_2018-08-28_10-32-32.png
     
  3. Findus

    Findus

    Joined:
    Jun 23, 2012
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    111
    Thanks! Any plans on making this freely editable for artists? (I realize it's a potential error source, but I always prefer freedom in such cases.)
     
  4. kristijonas_unity

    kristijonas_unity

    Unity Technologies

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    We are currently busy with the GPU lightmapper, but we have ideas on how to make lighting workflow even more artist friendly. Unfortunately, I cannot share anything specific at this point.
     
  5. Findus

    Findus

    Joined:
    Jun 23, 2012
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    Thanks!
     
  6. Findus

    Findus

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    Jun 23, 2012
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    Just coming across this again right now. Please let me add that "artist friendly" doesn't mean simpler, dumbed down, beginner friendly or foolproof. Artist friendly in my book means exposing all parameters in the UI, so the tool can be used even for cases or in ways that weren't originally intended.
    If you want a cleaner or more beginner friendly variant as well, you can always hide additional or more in depth parameters initially and make them accessible via a button/checkbox/dropdown etc.
     
  7. kristijonas_unity

    kristijonas_unity

    Unity Technologies

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    Hello again. I should perhaps rephrase what I had previously written. We are looking into different ways on how we could make the lighting data asset more accessible and customizable to our users. One possible solution is to add an API which would allow the user to tweak various lighting data parameters. One of engineers, Kuba, had previously responded to a similar thread not that long ago. I would highly encourage you to read his response regarding the lighting data asset API - https://forum.unity.com/threads/lighting-data-asset-was-a-mistake.547591/#post-3621304
     
  8. Findus

    Findus

    Joined:
    Jun 23, 2012
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    111
    And thanks again for your answer!

    API means this is accessible for programmers but not in the GUI?

    Will I be able to change, exchange, lock and bake light probes, reflection probes, lightmaps, lightmap parameters, environments and reflection environments separately via the GUI / by replacing assets? Can I copy and distribute already lightmapped objects easily in my scenes and prevent specific data from being overwritten when baking again?