Setting the Output path
Add a texture type for baking output
Add "Lightingmap" type
Set Bake map size and target map position to "spontaneous light"
Set the baking material and select "Output to Source"
Click "Render" to
24. Baking light treatment of standard material map
A) object with standard material
b) After baking, the object has two stickers
c) Export FBX to
25. Texture and shading of multiple sub-textures
A) object with multiple sub-texture maps
b) Each sub-material has two stickers after rendering baking
c) Select the object and execute the "multi-dimensional material 2 standard material. Ms" script, the multidimensional material object according to its material quantity decomposition into a standard material of multiple objects, the name of the new object with "the original multidimensional material object name ~ Its material name" named, as
Click "Start Conversion" to decompose the object from a multidimensional material object to a number of objects with standard materials.
D) After the complete decomposition of all objects with multidimensional material types, you can export
26. Multiple objects using the same map of the baking light and shadow treatment
Because when we import the FBX file into the Unity3d editor, we use the map to generate the material file, so when multiple objects use the same map error occurs, modify any of the material settings, other objects that use the map will be affected, The workaround is to generate a new material with the map in the Unity3d editor and then pay the current object again.
27. Change the object's material type in the U3d editor to light and shadow mapping
Set the object's material type to Lightmapped/diffuse
Drag the corresponding light and shadow map to the Lightmapp field according to the name of the object, where the shadow map name of the standard material object is "its object name Lightingmap.tga"; the shadow map name of the object converted from a multidimensional material type is "its object name ~ Meet the former part of the Lightingmap.tga "
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