I’ve lost my External lightmapping tool window inside 3dsmax – what do I do now?
You can open it again using menu Utilities->Maxscript->Unity Lightmapping Tool
Can I render the scene using Scanline renderer?
Of course, just change your renderer in ‘assign renderer’.
Can I setup the “Render to Texture” in more details than just pressing the “Bake all now!” button?
Yes. After the first render using “Bake all now!” button, all the render to texture options (like lightmap paths to your Unity project directory) are setup and available to modify.
I’ve rendered a 2048×2048 lightmap but it doesn’t look good, what shall I do?
Try changing the maximum resolution of the texture that can be imported to Unity – it’s usually set to 1024×1024, so click your lightmap file in Assets/Lightmaps/sceneName/ and change the Max Texture Size option
My lightmap is completly black! What am I doing wrong?
1. Are you using VRay renderer? If yes than get sure if you’re using VRayMtl as materials. You can use “Batch convert materials” button for this
2. Try using Utilities -> XFrom and Normals modifier to flip the normals and then render again.
3. Look at renderer debug window, it may come handle
My shadow is not correctly aligned to the edges
There could be two reasons.
1. You’re trying to pack to much objects onto too small lightmap. Try adding another lightmap and moving the objects there, or increasing the resolution
2. Your unwrapped UV elements may be too close to each other. See lightmap UVs tutorial by Stephen Jameson
Similar, but different problem is the one below
All my shadows seem to be offseted/biased!
Go to your lights in 3dsmax and try to set shadow bias option to 0 (or at least close to it)
I’ve been lightmapping succesfully for a while, but after I’ve edited a little my mesh I get “Unknown system exception”
Of course this exception doesn’t precise exacly what happend, but I know for sure one situation in which it can happen.
If you’ll remove some verticles from an unwrapped mesh, then some UV verticles will still try to call them and this causes an error. For now please re-unwrapp your mesh. Probably I’ll fix that with the next release.
Why can’t I add Unity primitives to the lightmapping list?
That’s because Unity primitives aren’t currently unwrapped on uv channel 2, maybe in future that will change.
I see numerous color bleeds on my lightmaps, how can I reduce them?
First way of reducing color bleeds is by both increasing the value of “packing spacing” and space between unwrapped elements of an object. You may try decreasing photon energy too.