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Overriding Beast Lightmaps for Dynamic Generation
Hey so I'm currently working on a project where I dynamically generate a maze, and I was trying to find a way to apply a pre-baked lightmap each maze piece of it. I've tried baking all 15 maze segments and using the generated maps to override the LightmapsSettings.lightmaps array, but the offset and tiling are way off. Anyone know how to do this correctly?
Answer by Pecek · Apr 21, 2014 at 12:28 AM
A bit offtopic, but I don't recommend doing that at all, it will look really bad on the seams if you have different lightning, and if you don't, you can just add the "lightmap" to the texture and get the same result, but without the headache.
Thanks for the tip, but I've tried using the legacy lightmapping and added it to the material, but it looks god awful. Seams aren't an issue since there's always a light in the next maze node. (its an office maze with perfectly spaced lights). I light mapped all the nodes with the adjacent light sources on. Any other options you could think of?
I mean bake it to the texture in your 3d modelling application, like you would do a fake AO. That way you don't have to do anything with it later on by code. I'm not using light mapping at all(day/night cycle ftw), so I can't really help with your original question, sorry.
Edit: here is a tutorial (3ds max) about this https://www.youtube.com/watch?v=$$anonymous$$YBxSO2iLJw After render, open up your texture in an image editing program, set the "lightmap" layer on top and it's blending mode to multiply.
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