Baking lights that are located inside the object

I’ve got a following problem, here’s a lamp:

Light is located inside the mesh, and it isn’t baked due to that. If I move it away to the side, it will light only one side which isn’t correct either.

Is there a trick to bake such lights?

You could set material emisson as baked with some intensity and make prefab static.
Without lights.

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But then I won’t be able to tune light amount per object =|

Ok, so I’ve kinda figured this one:

  • Made two separate point lights, set outside the object;
  • Moved them away from each other on Z-axis;
  • Halved intensity values;
  • Set lightmapping parameter preset to transparent; (Perhaps an overkill)

Looks good enough for me. Con - double light count for the lightmapping.

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You could have setup the blue part as a separate mesh and exclude from GI, or disabled shadow casting on it. Alternatively the material could have been set to double sided transparent.

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