Hello! newbie here. I’ve got something that i don’t understand. Please help me! Why should we generate lightmap on different channel. It looks like its bakeable even if mesh has single uv channel. What is benefit of having seperated uv channel for lightmap
Hi! There are scenarios when you reuse parts of the texture by placing an UV island above an other UV island. In this case if you start to build lighting, and the UV islands are in different lighting condition(most in the cases) the lighting in the modell will be broken, shadows where not suld to be, and others. Sorry for my english.
Good question,
Sipci is correct in their response.
To put it in different terms: If you had a box and wanted all the sides to show the same image, you could UV map it so that each side reads from the same texture/part of texture. But for baking shadows, the UV needs to be unique for each side.
(So, if your single UV channel has unique UVs, I think light baking should work normally)
Lightmaps are often lower resolution and need more padding to avoid light leaking artifacts.