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Blender realistic lighting
Blender realistic lighting





blender realistic lighting

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blender realistic lighting

Anyway what you are attempting to do is no trivial task. I’m not sure if enlighten exposes a means to do that manually.

blender realistic lighting

I have no idea how you are going to handle doing something like that…somehow you would need to custom set the atlas index’s… but only for specific islands. No overlapping either … unless you are baking across different atlas’s.

blender realistic lighting

Im sure you know the rules for UV layouts of lightmaps? all islands must be in the 0 -1 range, you need a good amount of padding and the uv distortion should be minimal ( this is why lightmaps have so many more splits and islands ) Blender does have an option to do Lightmapped unwrapping, so it does all the splits but it might not be as optimal as if you do it yourself. Also I would think in the enlighten settings you need to select the option to keep the UV set as is. Not sure about how this works these days. In previous Unity versions I think it just used to use the 2nd channel if it found one. From there Im not sure how unity chooses which UV channel to use when importing your own. Obviously when importing into Unity dont select to generate lightmaps. You can create as many UV sets as you like in blender.







Blender realistic lighting