I must be missing something obvious. How do i bake objects separately?
At the moment if I bake 1 object and then try to bake another 1. The first one loses its light map…
I must be missing something obvious. How do i bake objects separately?
At the moment if I bake 1 object and then try to bake another 1. The first one loses its light map…
Baking “step-by-step” is not supported in Unity. Even if “Lock Atlas” is enabled you will lose your previously baked lightmaps. However you could move your lightmaps in another folder, so they won’t be deleted. Someone presented a tool in the showcase to make this workaround easier, maybe it’s worth a shot.
with GI you can’t seperate baking as you lose the correct GI interaction (unselected objects are completely ignored, not just cut from “receiving lightmap”)
thats pretty annoying. Baking my entire map at once keeps crashing. but baking a little bit of it seems fine.
This a frequent issue in big scenes. Mostly memory management from my experience.
Other than that, disabling GI cuts the memory usage of the Beast by at least 400% and should work fine…
This is very “interesting” and I’d like to know why separate LM baking ignores light/shadows interaction from other, unselected objects? I’ve read in the documentation/forums that separate baking option was added for people who would like to see how some objects would look like when LM was baked for them. So they don’t have to bake whole scene and wait for very long time to tweak LM settings in regards to one particular object. But that’s nonsense because if You bake whole scene lightmaps for ony object would be completely different than in situation where You bake lightmaps only for this object.
Maybe for large outdoor scenes it may make some sense. But for indoor scenes where there are many objects and light bouncing off of them + shadows? Results of global scene baking and separate baking would be completely different for any object.