How do I...

From Bakery GPU Lightmapper: Wiki
Revision as of 09:48, 30 May 2019 by Mr F (talk | contribs) (How can I trigger the bake via scripting?)
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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.

How do I share a scene with someone who doesn’t have Bakery installed?

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 the bake via scripting?

There are 3 steps involved:

  • Get the render settings object:
Bulbgraph.png{{{1}}}

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";

         Create Bakery instance, load the settings and bake:
     ftRenderLightmap bakery = new ftRenderLightmap();
     bakery.LoadRenderSettings();
     bakery.RenderButton();