I have been running into problems with using Beast for lightmap baking. The bake works well if only a few objects are selected, or even up to a third of the scene. However, when I try to bake all the static objects in the scene (large city, roughly 10,000 units x 500 units in the x and y directions), Unity simply throws a “Beast error: 11: Job Execution Failure”.
I’ve been searching the web and these forums on how I might be able to work around this problem and it comes down to a few options. Can someone please let me know if either one of them work, and how exactly can I execute it? Ultimately I would like to be able to utilize dual lightmapping with static and dynamic objects.
Option #1: Bake the scene in parts, either stitch the lightmaps back to one in photoshop or with ‘Lock Atlas’ turned on, re-index the scene’s geometry to the corresponding lightmaps (I have a feeling this is not possible at all since Beast indexes the scene’s geometry automatically behind the scenes without giving user access to change/edit it).
Option #2: Run Unity and Beast in Windows’ command line to execute the baking process while prevent the scene/assets/unity to be loaded at all in order to save memory. I have heard that this might be an option, much like Maya’s command line render queues that allows a user to use command line to fire up renders (although, in Maya’s case, Maya does actually start and the scene gets loaded). Since Beast is fairly new, I just do not know what, if any, the command(s) for this specific job.
Option #3: Run Unity and Beast on OS X instead so that Beast can utilize more than a single thread (since waiting for a 64-bit Unity and Beast is going to take much longer, even if that happens) and hopefully Beast will not run out of memory on bake?
And if none of the above are valid options, how can I bake lightmaps for a large scene?
Many Thanks!
Joe

