I was playing (or trying to) with the lightmapper but I have to point out some stuff.
rendering is SLOOOOOWWW. I have got a i5 and it kept my 4 processors busy rendering for 5 minutes for… something like 200 triangles!
I couldn’t select the number of bounces: menu is dimmed off.
shadows are not being casted… everything should be ok, objects are set to receive and cast shadows, light are set to bake lightmaps, etc. but I have no shadows anywhere.
In general my impression is that Beast is far from being perfectly integrated to Unity. Or is it just me?
That does seem slow, but what was the resolution set to?
Global Illumination isn’t available in iPhone Basic which is why it is dimmed out.
Are the lights set to cast shadows?
I’ve found UV unwrapping to be very even. Are you using custom meshes or built in Unity cubes etc? If certain meshes are scaled then you need to adjust the “Scale in Lightmap” setting for those particular meshes.
Ok, and the time to render also depends on the number of lightmaps and how high the resolution is. If it’s baking out 4-8 1024x1024 lightmaps for example 5 minutes isn’t unreasonable regardless if it’s 200 tris or 200,000.
Ambient Occlusion is a separate setting from light bounces (although I’m not sure AO is available in iPhone Basic either).
Ok, that’s not good. I let QA and the lead Beast dev know that this might be a bug.
Also I can’t find where to set the base scene illumination… I suspect it’s that one that “burns” all the shadows (I had it previously set it quite high to have a nice coloured scene) but I can’t find the scene settings now.
Well, it comes that I had to activate the shadow casting on lights… even if it says that real time shadows are deactivated… so problem solved and delete this thread please
Shadows are there now… I just didn’t activate the shadow casting on lights because it said it wasn’t active for my license…
By the way: I see that dynamic objects are not affected at all by lightmapping. But there is a technology that uses 3D textures to at least adapt dynamic object’s luminosity to the zone in which the object enters.
In example if the object enters a shadowed zone, then it darkens to adapt to that area.
It’s not like real time shadows but baked lightmaps without any trick like this results in something “difficult” to use.
shadow casting is only in relation to realtime lights.
lightmap lights will always cast shadows.
Beast would have that but its not used yet. Its called light clouds if I remember right.
But I am not sure if, when its added, will become available to non-pro at all