how do i bring the baked result as a prefab from one scene to another ??????

I have baked a cube and i too have 1 dynamic light with this cube. Now i want to take this cube [baked result + dynamic light] to another scene of mine.

How do i do this ?

If i bring the result to my another scene then it is showing a flat non baked result.

go to Window ->lightmapping

click on the object tab and select clear option to clear the baked object and
make new baking for new scene.
or u can use same bake from one scene to other scene

what are you saying ?? have you understood my query ??

I have a scene 1 - It has a cube, 1 point light[lightmapping - baked only] and 1 dynamic point light.

I have baked this scene 1.

Now i have a new scene called Scene 2, i dont want to do all that again in scene, i just want to drag my result of scene 1 in here, how do i do it ?

or in simple terms i am asking what u have written “use same bake from one scene to other scene” but how ???

best and simple way:Select the scene which u like to reuse for( baking method) just go EDIT TAB->AND SELECT duplicate
->delete the object what u dont want for scene2
there u go (solved).

i am not getting you at all or you are not getting me.

See i have -

room1 secene
room2 scene
room3 scene

Now i want to import the baked results of these 3 scenes in hall.scene

I dont want to copy the scene, i want to bring the baked results of various scenes in 1 scene

You need to manually set up the lightmap index for the new scene. Read the documentation to learn how to do this.

i am here- http://docs.unity3d.com/Documentation/Manual/LightmappingInDepth.html

But i dont know if i am on the right page

This is what is happening with me


Direct link of image- Imgur: The magic of the Internet

Hi,

What you want to do ‘should’ work, but doesn’t for some reasons I think and will post below.

As per antenna tree’s suggestion though, you should be able to fix the link like this:

  1. In your first scene select the prefab in the Inspector.
  2. In the ‘Lightmapping’ dialog box click on the ‘Maps’ tab.
  3. Click on the texture that is being used, and take note of where it shows up in your ‘Project’ view.
  4. Go to your second scene and select the prefab.
  5. Go to the ‘Lightmapping’ dialog box click on the ‘Maps’ tab again.
  6. If the ‘Array Size’ is ‘0’, change it to ‘1’.
  7. Now go to the ‘Project’ view again and drag the lightmap onto the first slot (on left) in the ‘Maps’ tab.

That should do it.

The basics of the reason for this I suppose is that Beast is set to bake everything into a folder; that is directly tied to the scene in which it is baked. When you duplicate to a new scene, those relationships are sometimes maintained (as UNITY3D_TEAM suggested), or not as you’re currently encountering.

This can happen with terrains too.

Take note as well that if you do it this way, and not create a separate scene… if you bake the texture again it will affect them all. Seems obvious now, but may not be to yourself, or someone else in the future.

actually i tried the same but some shadows are missing, confused on that, why is that happening…

I just want to bake 10 things seperately and arrange them together, there is no need to change scene though. But if i keep them in 1 scene, my prefab of 1st get effect when i bake 2nd object

Latest update - i baked a hall.fbx and saved its LightmapFar-0 in a different folder. I then made a prefab of hall and deleted it from the scene.

Next - Now as i have emptied the scene, i am dragging a room.fbx and added lights to it, and baked it. Now i made a prefab of room and deleted it from the scene. I saved its LightmapFar-0 in a different folder.

Now i want to add the hall with its file and room with its file in the same scene.
But when i go to lightmap >maps , then i drag the light map onto the first slot, but in this case both the hall and room takes effect of this lightmap, whereas i want effect of them seperately.

I mean how can i attach different lightmap to their respective mesh in 1 scene.

Please help.

You need to manually set the lightmap index for each object in the scene to the corresponding lightmap.

1102811--41472--$Screen shot 2012-12-04 at 12.24.15 PM.png

done it finally :slight_smile:

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for bakin groups of objects without crushing existing lightmaps, read last post for latest unity builds: