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How can I force Unity to use my UV2 channel for lightmapping?

Discussion in 'Global Illumination' started by jinda, Jan 26, 2018.

  1. jinda

    jinda

    Joined:
    Nov 30, 2012
    Posts:
    4
    Hi All,
    Wondering what I'm doing wrong here, I have created 2 uv sets on my geomety in max
    Set uv channel 1 for albedo information
    Set uv channel 2 for light map - mapping geometry to reduce # of charts and hopefully clean up artifacts and help render times as suggested in the "viking lighting tutorial"
    When I import into Unity I make sure "generate Lightmap UV's" is unchecked.
    I set everything up, and after scene is baked, I look at the charts in Lighting - Object Maps and the map has been split up to several charts and basically ignoring my UV2 channnel.
    In my model I have originally 4 "islands" - unity is giving me roughly 12.

    How can I force Unity to use my UV2 channel for lightmapping?
    thanks for any help
    Jinda
     
  2. kemalakay

    kemalakay

    Unity Technologies

    Joined:
    Jul 12, 2016
    Posts:
    224
  3. Cascho01

    Cascho01

    Joined:
    Mar 19, 2010
    Posts:
    1,347
    I have a similar question.

    My 3d scene has meshes that
    - have UV2 channel nicely unwrapped
    - don´t have UV2 channel at all

    Now I want to lightbake the scene in Unity also including the meshes that do not have UV2 channel.
    So I tick "Generate lightmap UVs" in Unity to ensure that all meshes have UV2.
    But now my custom unwrapped meshes get overwritten by a new UV2 layout by Unity. :-(

    I want Unity both to keep my own UV2 layouts and generate UV2 for missing UVs.
    Not possible?

    At least there should be a toggle "Keep existing UV2", right?
     
    Last edited: Oct 17, 2018