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Unity beast lightmap baking - bake some new objects without losing existing lightmaps from previously baked result

As titled ,

  • Is this currently doable?
  • Is this kind function likely be there in the final build of U3?
  • Any suggestion of workarounds?

Many thanks

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asked Sep 02 '10 at 12:04 PM

Xin gravatar image

Xin
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i Would also like to know about this.

Oct 06 '10 at 07:08 AM user-5256 (google)

I'm also interested in such a workflow.. rebuilding the whole map isn't a very debug-friendly process after all :-/

Oct 07 '10 at 03:29 PM VivienS

I think you have to bake selected. It is a bit peculiar because bake selected doesn't include unselected so if you have an existing baked thing that drops shadows to your new object it won't be included. I just started experimenting a bit with beast so i might miss something .

Oct 07 '10 at 08:37 PM alexnode
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1 answer: sort voted first

I cant answer all of your questions as of now but have a look at the below http://link.It lets you save the current state of your lightmap and reuse it later.

Beast helper

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answered Dec 07 '10 at 11:53 AM

Sriram gravatar image

Sriram
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asked: Sep 02 '10 at 12:04 PM

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Last Updated: Sep 02 '10 at 02:00 PM