Beast Lightmapper issue

Hey guys!

I have an issue here with unity3 maybe someone can help me out.

I have two groups of meshes in the same scene, and I want separate lightmaps for each one of them. I select one group and do bake selected, but when I select the second group and do bake selected unity obviously overwrites the previous lightmap. Is there any way I can do this properly? Some groupId kind of thing I can issue to each of the meshes so they go into different lightmaps?

cheers!

If you select them both, Beast will bake them both. If the LightMap generator set up the UVs properly, you’ll have 2 lightmaps when it’s done.
The way to ensure that it does make at least 2 is to increase your Texel Density. The higher it is, the more texel space you’re going to need. Don’t go nuts. It’s easy to make it too damn big and suddenly you’re waiting for days for a render to finish. Start at 10 (too small, but it’s a good place to start) and then work your way up in jumps of 10 or so. See what you like.

Hey man, thanks for the reply!
All that will do though is change the resolution of the lightmaps, and also, if i select them all at once it may make them share the lightmaps that come out, even if the lightmaps are more than one.

What I want is for one group to be exclusively on one set of lightmaps, and the other to be exclusively on another set of lightmaps, I don’t want those groups to share any lightmaps.

On the Lightmapping tab go to Bake and select Lock Atlas, you can then go to Maps, select how many lightmaps you want.

If you go to Object and select an object you can indicate which lightmap will that object use.

oh, cheers mate, that seems to be working!

I just wish we could just bake whatever we have selected without it deleting previous lightmaps that I had baked for other objects.
But I guess that even using that method I can kinda do it, by backing up the previously baked maps and applying them later. AS long as the geometry isn’t changed.
anyway, cheers to you both!

Yes, you can manually save the lightmaps and then apply them at runtime.