I have a photorealistic light setup in Maya and I am transferring the scene lighting to a 32bit .EXR lightmap via MentalRay baking:
-When I compare the original render (witch is the ultimate visual reference) to my rendered lightmaps, the result is 99% identical (the lightmap is plugged to the ambient slot of the lamber shader - all lights and global illumination turned off - gamma 2.2 for the rendered camera) works like a charm!
-Now in Unity I plug my 32 bit .EXR lightmap to the lightmap slot of the “lightmapped/diffuse” shader and set the texture mode to “lightmap” (“color space” is set to “linear”).
Unlike Maya, the lightmap effect in Unity gives a different look then the original render. Why is that? Shouldn’t the lighmap be applied just like in Maya (where it is plugged to the ambient slot) witch is the correct way of applying the lightmap since it was identical to the original render? How can I make the lightmap in Unity have the same correct look as in the Maya?