I have seen a lot of people make an emissive wall that lights an entire room. How come when I model a light bulb and make it an emissive material that the light no matter what travels little to no distance?
Oh and another question is how come my light bulbs after the light mapping is complete become darkened light mapped objects. Instead of staying fully lit like they should (they are lightbulbs)
For anyone wondering… the solution is to set the resolution to 0 for the light objects themselves. So they are still counted for lighting stuff, but they do not get a lightmap themselves.
How did you get the light bulbs to behave as light bulbs should? I can’t get the material on the bulbs to light up, but their point lights emit light on every other surface.
you need unity pro and enable light bouncing. Light casting textures / self illum materials will not cast any lights to lightmap without GI which is Unity Pro only
Thanks for the quick response, dreamora!
I’m assuming lightmaps are for use only with static lighting, as in they need to be baked and cannot change their behavior during runtime. I need the self illuminated materials to change based on the light attached to the same gameObject that the self illuminated material texture resides at runtime.
If this cannot be done by simple means, I’m curious if there is an alternative such as adding more lights and changing the color of the self illuminated material with some guesswork math to determine the appropriate color of the material; in other words, a light source object possessing multiple point lights would help avoid the limitations of having only one single point of light on a larger object posing as a single light source… and the self illuminated material would be assigned a color based on the various light components attached. This seems to be a tough problem to solve. I hope I’m making sense with all this.