remove light from lightmap

I’ve been searching for a solution for this problem for a while, and thought it was about time I asked.

I have a scene which is viewed from an isometric type angle (think Diablo 3 or any other RPG above view), which is lightmapped, and I would like to darken the tops of the walls to fade them to black. Unfortunately I can’t think of a way to do this because I can’t find a way to remove light while light mapping. I’m a maya user, and in maya you can set light to negative numbers to remove light, but unity lights do not work this way.

I’ve thought about manually painting the lightmap after it’s generated, but I can’t find a way to export a scene with the new uv’s to a 3D paint program.

I was hoping there would be something in the Asset Store to allow painting inside unity, but I could only find vertex painting extensions.

For now I’ve tested the look by adding the black fade to the texture map, but this is taking up a lot more texture space than I would like, especially as the lightmap could do this job for me.

I hope someone here has an idea that I’ve missed?

If it makes a difference, I’m using unity pro and IOS pro 4, mainly developing on a PC, but also have a lower powered mac to deploy to IOS. My target is IOS and I’m using single lightmaps.

Bump
So no one has any suggestions :frowning:

How about saving a exr file? I have wrote a simple painting script that works great to darken areas of my lightmaps, but I can’t find a way to save the lightmap file.

Hi,

Did you find a solution to that problem?

Unfortunately I never solved this with lights and from other posts I read it doesn’t look like beast can do it.

I ended up using the OBJ exporter script from the wiki, changing the uv export to the lightmap uvs and exporting my whole level as a obj. With that you can load it into a 3D painting program and load up the exr lightmap file to paint it. It works, but if you ever need to tweak something in the level and bake the lights again, you will need to repaint again. Saying that, I’m working on a IOS game so I only have 1 lightmap for the whole level, so I’m not sure how well this would work on a bigger level.