Open ky3u opened 4 years ago
Many (but not all) of the Tilt Brush materials use uv2 to hold extra data. Probably the lightmapper wants to use the same uvset. You could try removing uv2 from your Tilt Brush-imported meshes, or hacking TBT to import into uv3 (and then the shaders, to read from uv3)
I cannot bake light into the imported materials in my scene. Standard shader still accepts baked lighting. Attached are my lighting settings, scene examples, and import settings. Please let me know if this is on my end, I just never experienced anything like this.
and for reference, here is an image with the SDK not imported: