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Consider overlapping objects separately in a lightmap?
I'm using baked lighting for the vast majority of the objects in my scenes. This generally works well, however, there's a few set cases where I want to swap one object out for another - for instance a destroyed version of a prop, or an unlocked, differently lit door - which I can't really figure out a good way to do easily.
Obviously I can't swap objects out and expect them to affect other objects differently in the lightmap, but what I'm looking for is a way to take two overlapping objects - say a whole and a destroyed version of a prop - and bake both of them into the lightmap in terms of lighting they receive. Only one of them would then be set to cast shadows, so even though it's somewhat inaccurate when swapped it looks convincing enough.
Can I do this in some way? If I just overlap objects and bake, they of course get messed up lighting in general, and if I simply hide one of them it never receives any lighting at all. The closest I can get is make a second replica of a part of the scene and then move the target object in there to the original place during runtime, but that's obviously extremely poor practice.
I can also override the lighting for just those few objects to use a single realtime light, which I already to for fully mobile things (e.g. enemies) but for larger props it really stands out and since they're static anyway it seems like too much of a compromise.
Any thoughts on this?
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