Lightmapping isn't baking in shadows?

Hi all,

I’ve marked all my objects and lights as static and I’m using the deferred lighting rendering path so I can get shadows.

I’ve got a couple of spotlights casting shadows through some windows on to the floor, looks great in viewport. When I run lightmapping and then turn off the lights it’s not showing the lights/shadows on the floor.

Anyone have any ideas?

On a side note - how can I reduce the amount of lightmaps being generated - currently it’s generating 30 on high quality.

Cheers,

Max

Have you marked your lights/meshes as static?

First sentence in my previous post :slight_smile:

do you have glass in the window? might be the problem. try it without the glass. depending on the shader you are using the glass will be handled as solid and will cast shadows, so the inside of the house is completly dark.

What kind of lightmap setup are you using? Dual lightmaps? Directional Lightmaps?

This could be it, although it is showing correctly in the viewport? I’ll try this later although I’ve found a solution by putting a cookie on a directional light outside the window - means I don’t have to render shadows which may be easier for now.

I’m using a dual lightmap setup at the moment but I don’t have a lot of knowledge about them - what would you recommend?

Directional lightmapping if you want normal maps to react to the lightmaps. Dual lightmapping you can use, but you need to change the distance that realtime shadows come in vs baked shadows.

I suggest directional.