When using lightmaps, are you supposed to use Unity's actual lights at all? I used a point light for the screenshot, because it was really dark with just the maps. I imported the shelves and the curtain rod to get a better idea of the shadows, but it's not really very sharp yet.ģ. In Unity I imported them as RGB 24 bit with 1024 for max size. For UVs, I just used the UVW Mapping modifier for now. In the screenshot I rendered the lightmaps separately for both walls visible, using 1024 for map size. The blurriness in general is my second question. Should I use exposure control normally when rendering the lightingmap? I'm rendering in mental ray and using both FG and GI and it seems that I can make the map a little brighter by using lower-than-normal EV, but it gets blurrier (burns) the lower I go.Ģ. I managed to get this working somewhat, but there's still lot to do quality-wise.ġ. Thanks a ton for both of you for your tips, I feel like I have learned a lot in just a couple of days!
UV Mapping is definitely not one of my strong points In addition I just jumped from XSI to Max this year, so there is a lot to learn still. Especially with 3dsmax, it has some really nice tools for this. I saw a section of the floorplan in your other post so I highly recommend doing some hand editing. I assume your rooms and corridors etc are not all square like the lightmap suggests. The floors at least, are most likely seamless and can probably all be stitched into much larger shapes with smaller UV shapes fitted around them. Your auto unwrap seems to have seperated them by room. You can also use stitch to stitch edges of floow and ceiling pieces together.
The image of your lightmap suggests that with a bit of tweaking by hand, probably about 2 minutes work you could almost double the pixels of your existing lightmap just reorganizing them into a square layout, perhaps packed closer together first and then scaling up so the square layout fits the square texture better. Unless you have hardware limitations going up to 1024 probably isn't going to make much difference and give you 4x the pixels. The other thing is that you can always scale the UV's up for parts you want to have more pixels and scale down UV's for areas that need little detail like areas that are always in shadow.Īlso 512 is pretty small for a lightmap, especially for an environment. Don't forget that the auto UV mapping is rather poor and it's always best to do it by hand.