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...
- 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.
- 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".
- 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!
- Duplicate ALL of your meshes and join them (Ctrl + J) into one.
- Put the result in your "Bake" collection and set it's type to "None".
- Toggle the "Disable In Renders" switch OFF for all collections other than "Lights" and "Bake".
- Navigate to the Output->Output panel and set the following fields...
- File Format: PNG
- Color: RGB
- Color Depth: 16
- Color Management->Follow Scene
- Navigate to the Render->Sampling->Render panel and set the following fields...
- Noise Threshold: Disabled
- Render Samples: 16
- Navigate to the Render->Color Management panel and set the "View Transform" field to "Standard".
- 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