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Standard shader: How to add lightmap from 3dsmax on UV2?

Discussion in 'Unity 5 Pre-order Beta' started by Cascho01, Nov 4, 2014.

  1. Cascho01

    Cascho01

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    Mar 19, 2010
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    I can't figure out, how to add a lightmap coming from an external package (3dsmax) usually baked to UV-Channel 2.
    Any ideas?
     
  2. ArteyS

    ArteyS

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    Dec 15, 2014
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    I am having the exact same problem. I had hoped I could plug it in the emission channel, but I can't because i can't specify the emission channel to use UV set 2.

    Have you found a solution to this yet?
     
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  3. Cascho01

    Cascho01

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    No, let´s hope UT will fix this.
     
  4. Kuba

    Kuba

    Unity Technologies

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  5. GabeF

    GabeF

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    Sep 28, 2012
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    Kuba could you supply more info please? For example I have 1 lightmap atlas uv baked on 3 seperate objects from another application. It's a tga texture file. How do I apply that lightmap to uv slot 2 on the standard shader in unity? Sorry I can't find this specific info anywhere.
     
  6. Cascho01

    Cascho01

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    Yes, please give us at least a short list of steps on how to add a lightmap coming from Max or whatever to a standard material.
     
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  7. Jde

    Jde

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    Oct 2, 2011
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    I think he means something like this. Add this script to the mesh you want to assign the lightmap to.

    The process is...
    - Add your bespoke lightmap (or lightmaps) in to the lightmaps array
    - Hit 'Set Lightmap Array'
    - Set the lightmap index and tiling/offset values you want for the mesh
    - Hit 'Set Lightmap Values'
     

    Attached Files:

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  8. Cascho01

    Cascho01

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    Thanks, but doesn´t work for me.
    No matter, however - UT guys have to implement a workflow for this.
     
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  9. Jde

    Jde

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    Oh weird. Did you set the Lightmap Index to 0?
     
  10. Jde

    Jde

    Joined:
    Oct 2, 2011
    Posts:
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    Actually, you might need to turn off Continuous Baking in the lighting tab, and set lightmap mode to Non Directional too.
     
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