You are correct, and perhaps this particular scene was a bad example. If I were to use Classic/Classic studio lighting, then anything or everything “off camera” would be hard to view. A classic rim-light would leave a super-hot burned-out ‘backside’ to the object.
In this particular case it is a static camera that I’m using to: 1) Test lighting and lightmapping. 2) Will be used in a demo for a system for the assets store…
But… my bad example aside…
(And I really appreciate your feedback…)
… Am I really expected to hand draw lighting on my lightmap in photoshop? Even combining two passes by hand seems like a work-around for a seriously flawed system. I might as well pre-bake in Blender or some other 3rd party application. I was hoping to assemble, light and bake within Unity.
There has to be a better pipe-line than this!
I use a modified version of 3-point lighting (which in-case readers are unclear what this is: Three-point lighting - Wikipedia) which I use to keep character and shape on my objects and my rooms. Often I find that I need to fake my own bounce or spread within a large space, which is fine. Beast is too unpredictable for me when trying to use few lights and let the bounces and fills work during baking.
But I was surprised to find that when doing “closeup work” for the first time, that layer masking has essentially been abandoned by Unity (4 layers?) and is completely ignored by Beast.
I find that cookies work sometimes and not others. This thread implies that it’s based on text density: Lightmap question, Cookie and IES lights - Unity Engine - Unity Discussions but my experimentation shows it is not texel density. I’ve created working cookies that work from 1 texel per world unit up to 500, but at other times when I’m actually lighting I can’t get cookies to work, and I can’t figure out why.
Does anyone know when cookies work and when they don’t? I have seen nothing official on this.
Clearly layer masks are ignored. I have yet to see this documented.
But I’d really like to hear what people are using for pipelines, and what the actual rules are, so I’m not spending my day just shooting in the dark and guessing.