How can I break the bakes up into more than one pass with Beast?

I have this major problem, I have a large scene, and if I bake the whole scene at once, unity always crashes on importing the lightmaps(after waiting hours, seems to do this once the total MB of the lightmaps hits about 120+megs)

I have to use a Max of 30 Texels or less, else I can be sure it will fail on importing.

---->>>> How can I break the bakes up into more than one pass with Beast? <<<<----

I try to use the Bake Selected option, but even after baking and moving my lightmaps to their own Folder, Unity loses the links from the lightmaps to the meshes, and everything but the current bake goes black/unlightmapped.

I already have my map grouped into sections(Mainbuilding, Outside,etc), but for the life of me I can’t get Unity to keep the lightmap links to the pervious bake. This is making it about impossible to get a quality bake.

HeLp!?

Thanks,
MegaBeNdeR
:face_with_spiral_eyes:

I have the same problem; unity crashes when I try to lightmap an entire level of my game:

(posted this in another thread, but no one has replied)
how can I lightmap a mario-style side-scoller with hundreds of objects per scene?

See attached images.
(1st image) only one section is lit, as a test area
(2nd image) this is just a sample section, about 1/6 the length of the full scene, and the full scene has areas up to 5 levels high, vs the 3 shown here
(3rd image) each section of floor/walls between the beams is a separate prefab of multiple floor/wall pieces. We did this to allow for various situations–holes in floor, different ceiling heights, etc.
Seems like a scene like this would have a whole hell of a lot more than 254 lightmaps–is that an issue with this scene? I read something about only 254 lightmaps can show at once…?
(4th image) so I am getting close to how I want the lighting to look, but I why might I be getting striped shadows under these shelves on the right? Now, the shelves/items and ladder, along with most all the other props in the scene are 2D .png’s – is Unity wiggin’ out because there are 3 of these near each other in this situation? You can see that the ladder has a nice shadow, and the same exact shelf on the left has a nice shadow… (I’m gonna try moving the ladder so it’s not in front of the shelves, and do another lightmap test after this current one finishes, BUT–that cannot be my solution)

also, I don’t need real time shadows, so I have lightmapping set to single lightmaps, and the point lights used for lightmapping set to BakedOnly

thanks so much




Look for the lightmap management tool on the asset store, that would allow you to save part of the lightmaps and then bake the next ones.

With the inbuilt possibility, there is no way to bake in multiple steps as bake selected clears the previous lightmaps. Reason is that the lightmaps are a property of the scene, not the lightmapped object

so I moved the ladder over, and tried another lightmap. I’m still getting striped shadows on those shelves on the right, but the one of the left is fine. I don’t have anything weird like doubled-up walls behind there, or anything…

BTW, thanks dreamora, for mentioning the lightmap manager. I’ll see if I can get it working by doing a little bit of my level at a time…? It doesn’t seem like the tool is intended for this, but rather for if you want different looking lightmaps, and switch/blend them. Will it still work properly if I lightmap one section, then do another lightmap of an adjacent section–how would it know how to properly lightmap those 2 sections if they aren’t selected together upon lightmapping? I don’t see how that could work…

For the issue with the sacks and the shadows try adjusting the CutOff value on the material to see if that fixes it.

thanks, I’ll try that. I thought of that, but the material on the 2 shelves with the cans is exactly the same, and one works, and one doesn’t. I need to figure this out before I try and tackle 5 complete game levels…
I’ll try tweaking the alpha cutoff and see what that does, though…

so does anyone know how to load multiple lightmaps into one scene with the lightmap management tool?

image 1 can I conceivably select the first floor of my level…
image 2 do I click Preserve tiling and offset for Selection Only? …bake, name, save…
image 3 then select the 2nd floor…bake, name, save…and so on…

is this correct? it will keep the separate lightmaps loaded for each floor? (in my situation)

thank you

634532--22679--$Screen shot 2011-07-19 at 9.42.11 AM.png
634532--22680--$Screen shot 2011-07-19 at 9.41.36 AM.png
634532--22681--$Screen shot 2011-07-19 at 9.42.21 AM.png

can anyone please shed some light on this? I tried the process in my post above, but something isn’t working. I’m probably doing something wrong:

(see images in previous post)

  • select the second floor (this time it happens I did the second floor first…)
  • use the default lightmapper to bake selected (I don’t see a way to “bake selected” with the lighmap management tool)
  • I get a successful bake of the second floor
  • use lightmap management tool to name (lvl1flr2) and save lightmap with Preserve tiling and offset for Selection Only check box checked
  • select the first floor
  • use the default lightmapper to bake selected
  • I get a successful bake of the first floor
  • use lightmap management tool to name (lvl1flr1) and save lightmap with Preserve tiling and offset for Selection Only check box checked
  • select the second floor again
  • use lightmap management tool to load the saved lvl1flr2 lightmap and choose for selection only when it asks…

(attached image) …it seems to load the second floor lightmap onto the first floor, even though I had the second floor selected and chose load for selection only. now, is this because the first floor was the last area lightmapped, so that’s the only area that any lightmap can be assigned to? the second floor does have some lightmapping, but it’s not entirely correct…and as you see, the first floor is all kinds of screwed.

this is getting frustrating. :-/ any help would be greatly appreciated
thank you!

anyone?