I’ve been playing with light, lightmaps and shadows for a couple of days now, and have learned quite a lot about Unity3D and Cheetah3D in the process.
One thing - and it should be simple - that eludes me, is how to take a particular mesh out of the lighting.
You see, I have a base mesh that is lightmapped. I have other meshes around it (trees) that are not lightmapped. The trees need the directional light in Unity. The base mesh does not. In fact, when the base mesh is lit by the directional light, it completely screws up the darkness of the shadows. In the areas where the directional light produces a dark face, the dark face is twice as dark as the cast shadows because it is also affected by the light mapping.
So, all I need to do is take this base mesh out of the realm of light somehow. Help 
-Whystler
Put the object into a seperate layer. You could call the layer “Ignore Light”. Then have your light ignore the layer “Ignore Light”.
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Maybe that helped you but it did not me. I understand about putting it on an ignore layer but what do you select to ignore lighting on that particular mesh? Im new to Unity
I’m also having similar problems. I’ve been using Unity for years and for some odd reason Layers and Lights just do not seems to be working the way they have before. Maybe it’s something new in 4.6? I’ve just started using 4.6 on this project and whenever I set up my meshes to an Environment layer and my characters to the Default layer, then I set the one Directional light in the scene to only affect the Default layer and it still blows out all of the lightmaps on Environment. I’ve never had this problem before, any help would be much appreciated.
Figured it out!
You have to select the object, created a layer called ignore light or whatever, make sure the object is on that layer.
Select the light, go to culling mask, uncheck ignore light. Boom!
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