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Question by superpig · Oct 09, 2011 at 03:24 PM · lightmappingbeast

Calculate lightmap atlases without baking lightmaps

I want to get Unity to compute all the lightmap index assignments, and the offset/scale rectangles, without actually baking all the lightmapping (I'm going to do that externally in Max).

Is there any way to do this? Or at least, to make Beast run super-fast without invalidating the lightmap indices/offsets/scales?

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