Difference between revisions of "How do I..."
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(→How can I trigger the bake via scripting?) |
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Check out [[Manual#Bakery_Lightmap_Group_Selector|Lightmap Groups]] ("Original UV" mode). | Check out [[Manual#Bakery_Lightmap_Group_Selector|Lightmap Groups]] ("Original UV" mode). | ||
− | === How can I trigger | + | === How can I trigger a bake via scripting? === |
There are 3 steps involved: | There are 3 steps involved: | ||
Revision as of 10:20, 30 May 2019
Contents
How do I make a lightmapped prefab?
See Lightmapped Prefab component.
How do I use git/collab/other version control system with Bakery?
First, make sure all machines have the same version of Unity and Bakery.
Unity 2017.1 or newer:
You should commit:
- Any updated assets unrelated to Bakery.
- All updated *.meta files.
- Lightmap textures.
You should not commit:
- Bakery folders.
Pre-2017.1 versions of Unity:
- Also commit ftGlobalStorage.asset.
If UVs don't look right, right click affected models and click Reimport.
Apart from the scene and its lightmaps you also have to include a few scripts, namely:
- ftLightmaps.cs
- ftLightmapsStorage.cs
- ftLocalStorage.cs
- ftGlobalStorage.cs
- ftModelPostProcessor.cs
How do I bake using my own UVs without any alterations to them?
Check out Lightmap Groups ("Original UV" mode).
How can I trigger a bake via scripting?
There are 3 steps involved:
1. Get the render settings object:
ftLightmapsStorage storage = ftRenderLightmap.FindRenderSettingsStorage();
2. Modify the settings. Full list can be seen in ftLightmapsStorage.cs. As an example, here is how you can limit the amount of bounces and set the output folder:
storage.renderSettingsBounces = 2;
storage.renderSettingsOutPath = "MyFolder";
3. Create Bakery instance, load the settings and bake:
ftRenderLightmap bakery = ftRenderLightmap.instance != null ? ftRenderLightmap.instance : new ftRenderLightmap();
bakery.LoadRenderSettings();
bakery.RenderButton();