Different quality of baked maps for one scene

Hi Here! This is my first Topic, sorry if not doing something properly in advance :sweat_smile:.
So, i’m currently working on a scene as seen in the picture attached. Basically my player will play the whole game inside of his house, eventually only interacting visually with the outside.
As i’m getting deeper now into lightning concepts i was wondering how to baked a better lightmap for all the player’s house inside objects and define a lower quality lightning for the outside instead.
Right now, i only have ticked as static (Contribute GI) all game objects inside of the player’s house and i’m baking the lightmaps at high quality parameters, but have the outside houses / etc as not not contributing to GI so baking time doesn’t take that much time. Still, i’d eventually like to bake lightmaps for this outside elements but not as detailed as the player’s house.
Can anyone give me some hints on this topic? Thanks a lot!

Details of the attached image: Player’s inside of an office, and can see the rest of the neighbourhood through the windows

You basically want to adjust the lightmap scale for the objects so that important objects are more detailed and less important objects aren’t.

image

Select baked lightmap in your view modes, regardless of if lighting is baked or not you should see squares on your objects. This indicates the resolution

What you probably want is to have your distant objects have a good enough quality despite being distant.

So note how tiny the squares are on the far away object. What i reccomend is having the cubes perceptually the same size.

You do this by selecting those objects and finding scale in lightmap.

Then scale the value down.

now the distant structures have a lightmap scale of .5 and .25 respectively. Reducing their resolution and size in the lightmap.

that said you should still not include some objects in the lightmap at all if it’s unnessecary, light probes can do a lot.

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Thank you so much for explanation and images as well Sacb0y! I think this this is exactly what i need :slight_smile:

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