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custom exr (lightmap) turns blue upon import into Unity
Hey there,
i'm trying to import my custom made lightmaps (rendered in 3ds max, mental ray) into Unity using the EXR format. Im using the exr format as i want the same lightmap effect as Beast lightmaps, e.g. lighting up textures (incl overbright areas) instead of just multiplying/darkening (which is what the standard legacy lightmapped shader does when using jpg, bmp, tga etc).
My problem however is that the imported exr files turn blueish in Unity. Would anybody know the cause of this?

Edit: Hmm it probably has something to do with the exr settings. When i overwrite the beast lightmap with my own lightmap it turns blue. But when i open the beast lightmap in Photoshop and add my own lightmap on top and then hit save, the lightmap in Unity doesnt become blue. Would anyone know what settings i would need, here's the dialog box shown in 3ds max: 
hey, I have the same problem too but with me, when I saved a lightmap out of the photoshop it turned blue. I have used photoshop before to edit lightmaps so this is very puzzling. I have tried re-importing the lightmap and deleting it then re-importing. I'm stumped.
edit: plus when I save it out of photoshop there is no alpha channel.
Anybody got any ideas?
Answer by SeveredScion · May 09, 2013 at 09:50 PM
http://forum.unity3d.com/threads/116392-Pretty-colored-lightmaps Flatten image in photoshop. Must use "flatten image" and not "merge down." See above link for details.
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