You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
As far as I know models require a second UV set for lightmap baking to work. Here's a small test scene with a glTF(glb) cube. The left one has just one UV set while the right one has two:
As you can see, the right one has proper lightmaps applied to it.
Other importers (like the FBX importer) have an option to automatically create those for you, but unfortunately glTFast does not. I'll ask around if FBX's UV unwrapper could be re-used.
I have a problem that the imported gltf's are not joining the bake process.
They are set 'static' but they are not changing.
I exported the models to gltf in another scene without materials.
I imported them and add the materials manually.
The text was updated successfully, but these errors were encountered: