Lights, lightmaps, bumps and specular?

Hi,

I’m trying figure out how to use lights in Unity (free version) properly.

I have a simple test setup. It has just a room with a window and I baked lightmaps in 3ds Max, where I used a daylight system resulting in quite nice “light square” on the floor.

Great, but in order to get the the bumps and the specular highlights to show up, I need to setup a light in Unity as well (right?).

But, since it’s the free version, the light seems to shine through the walls (no shadows), causing highlights all over the floor and not just under the window where it would be approriate.

Are there any good ways to fix this with the free version? I just tried light cookies, but matching them with the windows and the baked sun light seems really difficult.

Thanks!

Light cookie is your best bet.

Thanks,

Then I just need to figure out a good way to match it with the baked light - angle etc.

I’m struggling with this as well, wannabeArtist.

I was going to light my game using lightmaps and then my characters using Unity lights, but sadly I can’t get normal maps to show up without lighting my geometry with pixel lights as well.

How do you avoid your textures now becoming too bright? Did you make your lightmap taking the extra light from the Unity pixel light into account?

Hi,

I haven’t run into a problem with too bright textures yet, probably because my test scene uses rather dark diffuse textures (like dark brown wood floor).

When I baked the light in Max, I simply used exposure control and made a test render to tweak the intensity.

I guess you already tried bringing down the intensity as much as you could on the Unity lights?

Hello again,

I just figured out a sort of workaround, that at least works for my sun-shines-through-the-window-problem: I simply copied the light map and used it for the spec map.

That way, you’ll get specularity only in the bright spots (or at least more in the bright spots). For the case of the floor, it actually looks pretty nice.