Hello Guys ,
I am struggling with the ligth baking in Unity for almost a week now.
This is a scene my artist designed in Maya , that I am trying to recreate in Unity.
Now there are a lot of interesting shadows going on in the scene , I know that my artist had one ambient light and one directional light setup in Maya.
And here is my attempt to do something similar (do not laugh)
- I’ve marked everything surrounding the water as “Static”.
- I’ve created a mesh of light and reflection probes in the water area to simulate my baked light data on dynamic objects within the pool.
Well , there are some issues obviously.
- The first problem that I see , is that my static objects are waaaay darker than the dynamic ones that are receiving lights from the probes. This is a mystery to me , maybe I lack some basic understanding about light probes . But aren’t they suppose to have the same intensity as my static baked data ?
- The second problem are the shadows , the lack of the shadows to be exact. Do I miss something in the lighting settings ?
- Even though I bake light into static objects , they still will receive additional illumination from my real time lighting . That will make my static objects brighter than they should be. On the other hand , If I don’t use light probes (because they make my dynamic objects too bright) , I should use some real time lighting to illuminate everything without baked light data. Is there a way to NOT RECEIVE real time lighting on specific objects ?
- Can I maybe just import the light mapped object from Maya in Unity 5 ? As far as I know there is a way to use Legacy shader for that. But maybe there is a better way ?
Thanks in advance.