this should never have been removed or at least put it in unity 5 in a different form, what were you thinking when you removed it?
Whats wrong with the baked AO on the lighting tab? Is that not what you want?
In what version of 5.x was this introduced? i am using 5.1.2f1 and there is no way to bake ONLY the ao so has this been added in a later update?
It’s been there since 5.0. Can you not just turn the AO up, and bake the GL?
NO BECAUSE IT STILL BAKES SHADOWS AND NOT JUST AMBIENT OCCLUSSION, IF OU KNOW HOW TO DO IT I WOULD BE VER GRATEFULL IF YOU COULD EXPLAIN, IT WAS SO EASY IN 4.6 BUT SINCE CHANGING TO 5 I HAVE HAD NO LUCK
THANKS
Turn the baked shadows on the lights off then.
tried that already, still wont bake anything then, could you please post screen grab of your light settings and in the light menu as having no luck, searching the internet seems like this is not just me
Ambient GL is “baked”.
Directional light is “realtime”.
Ambient Occlusion is “5.0”.
Baked, got ambient occlusion.
hi, tried with unity standard cubes seems to work, for some reason is not working with my own models though, they are uv mapped 3ds max, but no ao working on them, very strange
could you test this model for me in your scene, when it bakes it looks like where the ao should be it leaves light and where it should be light it places ao shadow, it is the wron way round and changing the ambient occlusion slider and max distance has no effect on the baked result
Worked on a bunch of different models I tried. But when I pulled your model in, It didn’t work. BUT, I did see an error when I tried to light the scene - “Mesh doesn’t have albedo UV’s. Please create them in your modeling package”.
I think that must be what is causing the issue.
thanks i will take a look at it as i never got that error, must be the problem
No problem. The error might have happened when I attempted to generate Lightmap UV’s. You will need those (of course) if you wanted baked light.
I think i forgot to export the model with the 2nd uv map, how can i be so stupid!!!
thanks
@melonhead , I am having this error message in the console as well as well.
“Mesh doesn’t have albedo UVs. Please create them in your modelling package.”
I’m using 5.3.0f4.
Can you tell me more specifics about your solution?
I am apparently still in the “so stupid” stage on this issue. I am using Blender and just simple UV’s for the models. Looking in the log, I can’t even determine which model it is, so will need to do some “testing by elimination” I guess.
Thanks!
-Mike
sorry for late reply. you need 2 sets of uvs on your mesh to get the ambient occlusion to work, just save your first uv set then load it into 2nd uv slot in blender now save your model and it will lightmao correctly in unity