Unity internal lightmap generating system... Good for large scenes in production env?

Hi all !

It is my first post on Unity forum ! (I always founded answers to my questions on this forum for previous concerns.) I need to integrate lightmap creation to my workflow for a large scene project, a three floor building walkthrough (500 000 polys, and many drawcalls).

I started to play with integrated beast lightmap creation tool. I find it very intuitive and nice for small scenes like a single room. But the building I am creating has lots of different spaces and I can not figure out a way to render all those spaces or rooms separatly if they all are in the same scene. That means I would have to rebake everything for a specific light adjustement in a specific room. That sounds terrible !:shock:

From that point, where should I head to ? I work with people that use many 3d apps, I heard of an external lightmapper for 3dsMax. If I could find a way to permanently assign the lightmap to room objects after a nice bake and do some other bakes in the same scene that would be awsome. What do you guys use and suggest ??

You can bake a single selected object you have selected with bake selected.

It will remove the lightmaps of every other object :frowning: