Open ScanMountGoat opened 1 year ago
Another technique to mention is baking completely to emission and using an appropriate shader. The downside is that this doesn't support animated lighting or specular, so it's mostly suitable for backgrounds. A lot of stages with static lighting actually bake to emission instead of the baked lighting maps.
Similar to #181, we can provide some guidelines for how to bake textures. Similar to color sets, baked lighting maps use a scale value in game that will need to be accounted for during the baking process. This should make it easier for people to make higher quality stage mods since the game relies heavily on prebaked lighting to achieve good quality and performance. The guide should cover creating an appropriate bake1 UV map without mirroring and uniform texel density (automatic unwrap) and how to bake the appropriate lighting passes from cycles.