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Lighting and lightmapping
Two questions about lightmapping in Unity 3:
1) why does a light which has been used for baking lightmaps have no real time effect on the objects with baked textures anymore? Am I overlooking something?
2) do point lights in Unity 3 not cast real time soft nor hard shadows, or I'm forgetting something? They can cast shadows only for baking lightmaps?
3) If I want normal and diffuse maps to function together with the lightmaps, and interact with real time lights too, how should I proceed? Render lightmaps before I create the other maps or later? Does it make a difference? So far I haven't succeeded in making normal/parallax maps function with light maps. If I did the result was completely unexpected (in a bad way).
Thank you.
I solved the second point: point lights can cast shadows only with different rending modes which I hadn't seen yet. By using deferred lighting point lights can cast shadows.
$$anonymous$$y main question now is if normal maps and lightmaps can work together.
I'm also interested in an answer for the first question, as I noticed the same issue.
Answer by purpleduck · Oct 28, 2010 at 02:57 PM
I am answering myself now: Beast radiosity doesn't influence normal and specular maps natively in Unity 3.
But it soon might.
Answer by krlozadan · Feb 02, 2012 at 05:39 PM
i'm having the same problem with light maps and normal maps...the only solution i've found is using the Legacy shader Lightmapped bumped diffuse but somehow it increases its intensity and the normal map does show but it is not as visible as before
I tried using the Legacy Lightmapped shaders and they still did not seem to have any effect with my normal maps, as soon as I bake I loose my bump mapping effect??????
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