Beast Lightmap Setup Question

Hi!
Please help me to set up this easy Beast lightmap situation.

I would like to bake the lightmap of the static objects (the chairs, the room) and have real time shadows for the capsule (the player). The light source should only light the player-object, the rest should be lit by the lightmap.

It must be very simple, but I just can´t figure it out :frowning:

Thanks, guys,
Oliver

friendly bump

Figured it out for you, the first player controller is set as default not to cast shadows. Go to the first person player object open it up with the little triangle and click the object graphics. When you click it you’ll see the capsule’s settings click cast shadows and it’ll work.

Let me know if this works for you

I´ll try to explain in more detail what I´m trying to achieve. We are creating a point click adventure game. The Scenes are quite small (in comparison to the levels of first person shooter) but very detailed. We´d like to create the scene in cinema4D, export them and let Beast do the lightmap baking for the static meshes. The camera is almost static, too. It moves around a bit to focus on special things, but it is mainly fixed to one position.

Now I´d like to have my character (in this example, the capsule) to receive light and cast real time shadows, all the rest, the static elements of the scene should only be iluminated by the lightmap to save drawcalls.

I guess I have to use single maps for baking, not dual maps, because the camera doesn´t move too much? But how do I set up the lights, the “Beast” and all the rest (static meshes)?

Thanks for your time and help!

The lightmapping setup pages in the documentation are a good place to start with this basic question:

http://unity3d.com/support/documentation/Manual/Lightmapping.html

The documentation is very good, and you really should read ALL of it!

Yes, I´ve allready had a look at these pages, but I still can´t figure it out somehow. I can, of course, import the scene and bake the lightmap. The problem is though, I´ve got no idea how to get the realtime light only to affect the “realtime” character, if you know what I mean… It must be simple, but I´ve somehow got a mental blockage… :frowning: . Just a few hints in the right direction would be very helpful…

If I understand what you want, you don’t want ANY real-time shadows to be cast at any distance, so the lightmap will be used at all times. Then you probably want the shadow distance set very low or to 0, although I don’t know if that means then that you will not get shadows ON your character, for example:

Single lightmaps in Forward rendering mode also only use the lightmap and don’t do real-time shadows on lightmapped objects. Again, the realtime objects won’t necessarily get shadows cast on them either, but they will be lit by the real-time light.

You can also experiment with the shadow settings on the light.