I have a lightmapped scene.
I want to be able to toggle the visibility of some of the lightmapped objects in the scene.
I want these toggleable objects to be lightmapped because light probes don’t really work well for their shape, size and the shadows in the scene.
For these objects, I turned off cast shadow and I set them to use Lightmap parameters with Transparent checked.
Unfortunately, these objects seem to still contribute to baked Ambient Occlusion, leaving a dark blob on the wall behind them.
Is there a way to exclude an object from contributing baked AO to other objects?
Not really. The trick I use is to duplicate the scene, set scale in light so to 0 for everything int the duplicated scene, and bake the item you don’t want to affect the scene in the duplicated scene.
After fumbling around for a bit, I bumped into a solution.
Set the objects materials to transparent and alpha to 0 just for the bake. That’s it!
The transparent objects will still get lit for the bake but will not “cast AO”.
Oh man this is exactly what I need as well, hope it works. It’s such a shame that this isn’t an option in unity, seems simple and reasonable to ask for.