Lightmap Baking: Preparation - Krunklehorn/io-scene-gzrs2 GitHub Wiki

Lights in Realspace don't affect world geometry.

To add some depth to the scene, we have to bake a lightmap...

  1. Ensure all world meshes you wish to lightmap are using materials with the "Textured", "Blended" or "Tested" presets.
    • Leave "Colored" and "Additive" materials out of this process.
  2. Organize your project data into collections: one for world meshes, one for collision meshes, one for props, one for empties, one for lights and one more labeled "Bake".
  3. For each world mesh, add a second UV channel and unwrap it as you please.
    • Blender's default "Lightmap Pack" is decent, but it disconnects all edges, doesn't maintain texel density and is generally very wasteful.
    • Manually adding seams, unwrapping and packing is guaranteed to add hair to your chest. This is an art form, treat it like one.
    • You can select multiple faces across multiple meshes to allow the unwrap to consider them all in one action.
      • Make sure each mesh is set to the correct UV channel before editing!
    • Beware 3rd party lightmap plugins that mess with the shader node configuration!
  4. Duplicate ALL of your meshes and join them (Ctrl + J) into one.
  5. Put the result in your "Bake" collection and set it's type to "None".
  6. Toggle the "Disable In Renders" switch OFF for all collections other than "Lights" and "Bake".
  7. Navigate to the Output->Output panel and set the following fields...
    • File Format: PNG
    • Color: RGB
    • Color Depth: 16
    • Color Management->Follow Scene
  8. Navigate to the Render->Sampling->Render panel and set the following fields...
    • Noise Threshold: Disabled
    • Render Samples: 16
  9. Navigate to the Render->Color Management panel and set the "View Transform" field to "Standard".
  10. Navigate to the Render->Bake panel and set the following fields...
    • Bake Type: Diffuse
    • Direct: Enabled
    • Indirect: Enabled
    • Color: Disabled
    • Selected to Active: Disabled
    • Target: Image Textures
    • Clear Image: Enabled
    • Margin Type: Adjacent Faces
    • Margin Size: 128 or higher

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