Open Henry00IS opened 2 years ago
Hi, thank you for you interest in the addon and sorry about the late reply
If I understood you correctly, you want to perhaps have one large mesh, with multiple materials that each have their own lightmaps that can be exported? - If so, would it be an option to lightmap them separately and join them afterwards? They'd keep their materials with their own lightmaps, and the lightmap UV's should still fit (in theory at least)
What the Pre-pack mode does is all the objects you've assigned to the atlas will be unwrapped together (using the lightmap UV channel) and then assigned a shared lightmap:
The Post-pack mode does almost the same, except all the objects are unwrapped separately and then allocated their own little square (bin) in the shared lightmap
At least if I understood you correctly? I hope this helps
Hello everyone,
this add-on for Blender is fantastic! Maybe I'm missing the right workflow, but here's what I hope to do.
I have a couple of very large static meshes as the output of a level editor (one mesh per material). In Blender this can also be represented as a single object with multiple materials and multiple UV maps.
Unwrapping the entire world to a single lightmap texture obviously wouldn't work, the UV surface would become way too small. I was hoping this addon could generate multiple lightmaps for the same mesh, using the resolution weight, with minimum and maximum texture size. You would be left with one object with multiple materials, multiple UV maps, that you can import into any 3D program.
I am not quite sure how to go about this, maybe my thought process is all wrong in this regard. I see all these promising Pre/Post-Pack and Atlas options but they don't appear to do anything (Blender 2.93.5).
Does anyone have any advice? Many thanks in advance.