Lightmapping Question

I’ve run into a snag. I have my test mesh set up in unity, with wonderful water effects, a few trees, and realtime shadows.

Unfortunately the realtime shadows aren’t perfect for this mesh, as light bleeds in. And also in the interest of performance (even though it’s a small scene) I’ve decided to try lightmapping.

To best understand the situation, you should know that the mesh has multiple materials.

I see that I can apply the lightmap to each individual material by selecting the lightmap shader. But I have a lightmap that encompasses the whole mesh, not the individual materials. Is it possible to generate a material for the whole mesh in Unity in order to place the lightmap, which is for the whole mesh?

-Whystler

Sounds like you need another UV set for your main mesh. You’ll need to make one in your 3D app, presuming it can export multiple UVs.

I don’t know exactly what the alchemy is, but you’ll then need to make sure that the right materials line up with the right UV set in Unity.