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Baking lightmaps within a volume

Discussion in 'Global Illumination' started by Xanthius, Aug 31, 2017.

  1. Xanthius

    Xanthius

    Joined:
    Aug 20, 2012
    Posts:
    28
    Hi,

    We are baking lights in a very large set. The playable area is a small subsection of the larger set as a whole. What would be very useful for us would be to create a volume box that culls out all objects outside the volume from the lightmap bake so we can do quicker tests. We can manually turn on or off geom and prefabs as lightmap static but that seems like a huge waste of time. I just want a volume that overrides this flag. Any ideas or help is appreciated!

    Xan
     
  2. kemalakay

    kemalakay

    Unity Technologies

    Joined:
    Jul 12, 2016
    Posts:
    224
    Hi!

    Have you perhaps tried loading the scene with your lightmap static object additively? You can basically split your main scene into two and later, load additively at runtime.

    Thanks
     
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