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is it somehow possible to lightbake a mesh with a skinned mesh renderer?

Discussion in 'Global Illumination' started by Yonderboy, Sep 15, 2020.

  1. Yonderboy

    Yonderboy

    Joined:
    Nov 19, 2014
    Posts:
    102
    Hi

    Ive got characters in my scene that are largely very static, but have some animation on them. Id like to bake their light, but even if I make them static im unable to bake them as they have skinned mesh renderers :(

    does anybody know of a way i could do this somehow?

    many thanks
    Nick
     
  2. Yonderboy

    Yonderboy

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    Nov 19, 2014
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    102
    if i was to bake a version of the character with no rig on it - would there be someway of transferring the material/textures perhaps?!
     
  3. neoshaman

    neoshaman

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    Feb 11, 2011
    Posts:
    6,469
    use the lightprobe group for them
     
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  4. Yonderboy

    Yonderboy

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    Nov 19, 2014
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    Oh yes! Will give it a go - thanks
     
  5. Yonderboy

    Yonderboy

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    i think light probes might be able to get me half way there, give me some of the light/dark information and colour bounce, but i was ideally hoping to be able to get the shadows and high quality bake that im getting on the rest of the scene...
     
  6. neoshaman

    neoshaman

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    Try lppv grid with teh lightprobe
     
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  7. Yonderboy

    Yonderboy

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    thanks yet again :)
     
  8. Reahreic

    Reahreic

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    Mar 23, 2011
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    Sadly LPPV's are non-functional with URP, and the part that's using light probes renders out much darker than it's surroundings during play despite having ample probes to blend from and looking just fine in the scene view.

    Do I really need to break my meshes up to get baked lighting on the portions that don't move?

    I've previously undertaken a performance crusade (optimization & workflow) and determined that using skinned meshes with single bone blending gives the best bang for the buck on location-fixed mechanical entities that also have animated parts.