Hello all! First post on the forums, so my apologies if this isn’t in the correct spot.
I’ve been banging around with Unity 3 for a bit here and have been especially trying to nail down how Beast Lightmapping works. Keep in mind that I AM using the free version of Unity, so this may simply be a feature that is not supported there.
The issue in question is one of using the Self-Illumination material family to cast good looking light on a scene using Beast. It seems that no matter the number of fields I fiddle with, when I go to bake the lightmap it doesn’t have an effect.
Forgive the large image size, but I wanted to include all the information I could. I get the sneaking suspicion that there is a checkbox or something simple that I am overlooking here.
If he is on the trial then shadows will work but with forward rendering, only a single directional light will cast realtime shadows!
that light naturally needs to be of either dynamic light type or the combined light type that impacts beast and realtime shadow and lighting
You don’t need Pro to get nice baked shadows, as shown in the, you know, documentation
Just remember to turn on shadows on every light that you need them on (if you don’t have Pro, you won’t see any realtime shadows, but they will still bake). And like others said: you’ll need Pro for any Global Illumination effects and that includes indirect light, emissive materials and sky lights.
I am having exactly the same problem with Emissive objects not baking any details into the lightmap. I am trying to recreate the Cornell box sample on the blog.
I have Unity 3.0 Pro with the iPhone Advanced license. If I place a point light in the room, then I get details baked into the Lightmap. If I don’t but set a self illuminated cube in the room, no matter what the emissive value it has no impact on the baked lightmap. In the game view the emissive object looks bright white, but in the lightmap it has no effect on the room.
I do have my mesh set to Generate Lightmap UV’s and I have Beast set to a single map (same when set to dual).
Am I missing something obvious?
Also, is there any way to drop the Lightmapping control panel into the Inspector panel where it appears on the blog video, rather than a separate floating window?
As far as moving the Lightmapping panel around, grab the tab at the top and move it next to one of your existing windows. The entire interface is modular. You can move everything around or tear them off and move a single window to another monitor, etc.
Emissive materials should work when you choose Bake Selected as well. Just make sure you select BOTH the object that has the emissive material on it AND the object you want to see the baked light on.
Beast never gets any objects that weren’t selected if you choose Bake Selected and that’s of course by design. Also Bake Selected is not meant to be a tool for incremental baking of your scene. It’s meant for quick test bakes of sub-parts of your scene before you decide your settings are fine and hit Bake for the entire scene.
I guess that the problem is the same problem i have, self illuminated object/shaders are not being baked, and i think the reason behind that is something that has to do with Beast’s settings.
As you can see in the first screenshot of the documentation,
the Beast → Bake Panel has several settings and variables, as in my case (Unity 3.3.0f4 free windows version), I only get few settings, no bounce, no ray, no resolution.
I attached a screenshot of the Bake panel, i have 2 objects in the scene, a plane and a cube, both static, I just can’t get the results that everybody is getting on the tutorials. Tried Beast/Bake on several computers, they all feature this simple for Bake Panel, and I really want to know how to get this feature, nothing is mentioned in the documentation, as the Bake Panel features all the settings needed (which i dont have).