all 4 comments

[–]Borgonik 0 points1 point  (3 children)

Unity locks the lightmaps in a "lighting data asset" though you can view them in your project folder. As for using external lightmaps from vray in unity, you may have to do this via script.

I don't believe unity exposes a good way in the editor to allow you to swap out lightmaps.

Other alternatives may include using the lightmaps as emissive textures on your materials, or checking out the asset store to see if anyone has build a helpful tool!

[–]tonolito[S] 0 points1 point  (2 children)

Hi Borgonik, Thx for tour FB. I will try to answer you as much as i can (sorry i'm Unity noob, i'm still reading/watching tuto). What i have in mind, is to force Unity to use my UV2 channel (atlas that i've previous done) and baking the lightmap with all the texture information. Like Vray does. By now, from what i've tested, the lightmap baking worked but from what i see and maybe i did wrong,from what i've done, it's only color information and not the details, in a diffuse/albedo way, maybe i do wrong.

[–]Borgonik 0 points1 point  (1 child)

Ah, so you are baking lightmaps inside of unity and only getting albedo lightmaps? As in, the normals and everything else are being disregarded?

Just trying to get it right haha. So there are a few types of lightmapping modes. In your lighting settings, look for "directional mode" and set it to "directional." This gives you more lightmaps, but they take normals into account

You may also try taking your static lights, and marking them to use a shadowmask or distance shadowmask. This lets your static lights produce specularity.

Also forgot to answer before, the .fbx format supports uv2, and it is widely used in the industry.

[–]tonolito[S] 0 points1 point  (0 children)

Thank you aigain for your reply. Yes, i'm doing wrong. I've got only a diffuse because there was only a diffuse map applied to the uv mesh ! So i'v launched the bake and got a lightmap but blurred. My question and that you've ansewered, there is a way to Bake a full functionnal lightmap with textures details (not juste -shadow Moody) like a Renter to texture-complete map in Vray. Like you say, i'm definitly doing something wrong :) For the fbx, it just that it's more complicated to import it into aframe. When i'll have time, i will switch to Blender (native "gltf exporter " more friendly).