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I have a forest scene where I want to compute a lightmap for the ground which catches all the shadows from the trees, but I don't want to apply a lightmap to the trees themselves since I've used some texture from my trees with baked in shadow detail already. Is there a way to calculate a lightmap for the ground using the trees but have the trees not lightmapped? I tried deleting all the lightmaps from the scene except the one for the ground to no avail. Is there a way to turn off lightmapping on a per object basis after the lightmap is baked?
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uncheck "static" from all the trees once baking is done. not sure whether it works. give a try.
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What if I turn off "receives shadows" in the mesh renderer. Does the lightmapper look at those settings when computing the lightmaps?
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Do this: renderer.lightmapIndex = 255; for the objects that you don't want to be affected by lightmaps.
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