Hi,
I am importing a fbx file with multiple elements, each with its own lightmap.
My problem is that all the lightmaps appear on the uv channel 0 together, resulting in a somewhat messy shadow map (the “light map coordinate index” is set to 0 because for each element i use the same map for texture and light).
So each element seems to have its own uv map for texture (which is correct, all my elements are textured correctly), but they all seem to share the same large messy lightmap (superposition of every individual lightmaps).
Is there a way to assign a different lightmap to each element or should i build (some way or another) a global lightmap for all my static mesh and assign it to uv channel 1 ?
Thanks
Cedric