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               Question by 
               Xin · Sep 02, 2010 at 12:04 PM · 
                lightmappingbeast  
              
 
              Unity beast lightmap baking - bake some new objects without losing existing lightmaps from previously baked result
As titled ,
- Is this currently doable?
 - Is this kind function likely be there in the final build of U3?
 - Any suggestion of workarounds?
 
Many thanks
               Comment
              
 
               
              I'm also interested in such a workflow.. rebuilding the whole map isn't a very debug-friendly process after all :-/
I think you have to bake selected. It is a bit peculiar because bake selected doesn't include unselected so if you have an existing baked thing that drops shadows to your new object it won't be included. I just started experimenting a bit with beast so i might miss something .
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