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Need Help Understanding Lightmapping

Discussion in 'Editor & General Support' started by Jfour, Aug 13, 2013.

  1. Jfour

    Jfour

    Joined:
    Aug 2, 2013
    Posts:
    2
    Hey everyone, I'm new to Unity and game development in general, and i have a couple questions that are probably obvious about lightmapping that I just can't seem to understand or find the answer to.

    If I use only lightmaps in a scene with both static and dynamic objects, will the dynamic objects cast dynamic shadows on the static objects and receive the baked lighting properly? In that same scene, will the static objects cast shadows on the dynamic objects properly (eg. a large wall with objects beneath it)

    In a scene with a lot of practical lights (primarily light bulbs, but possibly candles and such) what is the most effective way of using these as actual lights, while having dynamic objects still cast shadows and receive light properly?

    Sorry for the long post, any and all help would be greatly appreciated.
     
  2. porglezomp

    porglezomp

    Joined:
    Aug 21, 2012
    Posts:
    40
    If you're using pro, you'll need to use deferred rendering to cast realtime shadows from point/spot lights. If you're using pro, you can add lightprobes to allow dynamic objects to receive some of the baked light. You'll also want to set the lightmap type to dual lightmaps (this will let realtime shadows be calculated over baked indirect light up close, and then fall back to full lightmaps farther away.)
     
  3. Jfour

    Jfour

    Joined:
    Aug 2, 2013
    Posts:
    2
    Unfortunately I do not have access to pro. So I can use dual lightmaps to allow my scene to be lit primarily via lightmap, and only use realtime lighting when up close? Can I create the lightmap using the practical lights as well as using them for realtime lighting when close?