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?
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.
But then I won’t be able to tune light amount per object =|
Ok, so I’ve kinda figured this one:
Looks good enough for me. Con - double light count for the lightmapping.
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.