Help Light Map Problem (Urgent!)

I have this scene light mapped, but the ground will only cast 2 lights. The other 3 lights don’t cast on the ground, but they’ll cast on everything else. Nothing is culling masked and I’ve tried exporting the scene with the new lights and still no luck.

If anyone can help me that’d be great.

Also this is the free Unity3d, and used the external light map with 3ds Max.

Thanks


Are those lights supposed to be Real Time lights? Cause there’s a limit to the amount of lights that any given mesh can receive at any given time.

This is why you bake stuff. You can bake as many lights into a mesh as you like (with resolution limits defined by the size of the mesh).

If you set all the stationary lights in the scene to “Bake Only” and then bake the scene, it’ll look spiffy. Then, if your player has a torch or something, that single light can be the thing that gives highlights and such where they’re wanted.

However if you’re using 2.6, you’re going to have to do all the baking in an external program.

Yes Clamps they’re real time lights. Why can’t I have more then 2 lights on a mesh? And I have an external light mapping source but it’s not working. It won’t bake on the lights I’m setting up there’s still dark spots under both pillars. Any ideas? I really wish I could have multiple light sources because it’d make my scene look much better…

I believe this is a hardware related limitation, but I might be wrong about that. Anyway, a common thing you’re going to face (and the whole reason people bake lighting in the first place) is that with the exception of Crysis 3, real time lights don’t work like lights do in the real world. This is because each time a light hits a mesh, the graphics card is required to render that mesh. There’s lots of good information on this phenomenon in these forums. Look around, you’ll learn heaps.

Or just wait for Unity3 and deferred rendering :wink: