- Home /
Use static mesh to calculate lightmap but not use lightmap itself
Hi,
I am working on 3D sidescroller map in which I have a wall that is 'cut out' of the building to allow player to see inside the building. This wall will never be seen so I don't want it to have lightmaps on it - it would be waste; however I need it to be taken into consideration when baking lightmaps of other objects - for ambient occlusion, etc.
I cant figure out how to achieve this, please advise me.
Thanks ahead of time :)
Answer by Vaidoras · Oct 20, 2013 at 10:50 PM
I have found the answer myself. In the Window>Lightmaping>Object tab>renderer tab there is option to set scale of lightmap for a selected mesh. if you set scale to 0, you will get behavior that I needed.
Your answer
Follow this Question
Related Questions
Lighting problem (artifacts on my lightmaps) 0 Answers
Can you remove lightmaps at runtime through scripts? 1 Answer
How to switch lightmaps in a scene in Unity 5.3.5 1 Answer
Baked Lightmaps never finish baking in Unity - what is a minimum "test bake" light setting? 0 Answers
Beast Lightmapping Question 1 Answer