I’ve baked objects in C4D to bring the lighting in. I’ve got these beautiful light maps, but now, when the geometry comes in, it’s pitch black. No matter what I put in the Base (RGB) of the Diffuse shader (or any shader for that matter) - the objects stay pitch black.
Did you assign a basic texture to your object inside c4d? If you export objects without assigned bitmap (any will do) to the color-path of the texture, the object will lose its uv-set on export, making correct lighting and texturing inside unity impossible.
This is my first post. I’m french and sometimes my english is pretty bad. I’m a c4d user.
About the black textures :
Unity ne reconnait pas le canal de luminence… donc il faut dans c4d mettre la texture du canal de luminence dans le canal couleur. Du coup, on perd en luminosité, il faut ajouter dans Unity une lumière.
And in english : Unity don’t recognize luminescence canal. So you must copy the texture luminescence in color canal.
Of course, luminosity in Unity becomes weaker and you need to create a light in Unity to adjust it.
Yes that last post by lenogre is exactly correct. The C4d Baking process creates a luminance channel that C4d ignores. Copy it into the color channel before you export to unity an dyou will be set.
too right. That might need to be something that should be added to the documentation (I didn’t see it in there). You have just helped resolve something that haunted my dreams last night.