Hi guys,
Really stuggling with something here. I would expect that my game would look great because it has baked lighting with bounce, and bumped and specular materials.
So why is it that when I bake my lightmaps all bumpedsecular materials do not have bumped specular?
If sunlight comes through a window onto a shiney metal floor, there should be bounced light from the baked lightmap and bumped surface detail with a specular highlight where the sun hits the floor.
I’ve spend ages trying to just get a good looking scene what am I missing?
The specular and normal maps have no real time lighting information after the lightmap bake. To get around this you can use dual lightmaps which use a mix of realtime lighting and lightmaps in the foreground and only lightmaps in the distance. Here’s some doc pages to read:
http://unity3d.com/support/documentation/Manual/LightmappingInDepth.html
The other solution is to use directional lightmaps that will come in Unity 3.5. Here’s some info on what exactly they are:
http://web.student.tuwien.ac.at/~e9907459/docs_tutorials/directionalLightmaps.pdf