I would like to be able to bake some ambient occlusion maps with beast and NOT use the shadows so that I can use real time shadows. Does anyone know if this is possible or how to do this? I tried just turning off shadows on my lights when baking and then turning them back on but that didn’t work.
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Since AO is something you do on a per Object basis I would suggest doing so in your 3D app of choice. This way you have more control over the result.
You could set the ambient light to white and turn off all other lights during the lightmap bake accomplish this. But why not just use dual lightmaps properly?
I was trying to save some time for our artists; A generic AO bake looks good enough for us and it’s a lot quicker to to let unity assign the lightmaps than to do them per object. Also, many of our objects use repeating textures so we couldn’t simply add the AO into the texture, which would mean adding another texture in our shaders and then applying it to all of the objects in the scene.
I’ll try the ambient light method, but as far as dual lightmaps as I understand they just blend between realtime and baked shadows based on the shadow distance setting. We want to have a dynamic outdoor environment with a moving light source so even if we were utilizing the dual lightmaps, objects past this threshold would have incorrect lighting.
I tried antenna tree’s method for getting the AO maps and it worked; thanks for the tip. It may be worth noting that you’ll need to check the “Use in forward rend.” checkbox for dual lightmaps (if you’re using forward rendering) to get the realtime shadows in there too.