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Pavlo Ponomarenko2016-10-09 19:27:26
3ds Max
Pavlo Ponomarenko, 2016-10-09 19:27:26

How to correctly bake light for an almost static scene in Unity?

Let's say we have a side view building like the latest X-Com, This War Of Mine, Fallout Shelter.
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We have a lot of rooms that are static in themselves, but appear in the scene not from the editor, but on user input. Let's say 40 rooms can be seen, each of them has 5-10 point light sources. Let's say we don't have moving objects and we can bake shadows. But we want to leave the light for Specular to work correctly (the camera moves relative to the rooms).
Is it better to bake shadows in 3dmax or can it be done using Unity? Can you provide a link to an article on the correct way?
If we disable shadows, how do we limit the influence of light sources on other rooms? We have two rooms next to each other, in one there is green lighting, in the second red, how to make the lighting "do not leave" the limit of the room? In this case, there can be two identical rooms next door.
Target platform - PC.

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Pavlo Ponomarenko, 2016-10-18
@TheShock

Here we found the answer in the end: unity3d.ru/distribution/viewtopic.php?t=40722

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