Is it possible to use a different UV for the lightmap vs the other Maps?
Yes, by default, lightmap uses 2nd UV channel, not that’s used for diffuse/specular/normal/etc. Just use a FBX with 2 UV sets.
very cool! is this documented somewhere? Maybe augment this info here: http://developer.playcanvas.com/user-manual/assets/materials/
Your wish is my command. Check this out:
http://developer.playcanvas.com/user-manual/assets/materials/index.html#light-map
I’ve taken the time to document the rest of the material editor UI as well. I hope this helps.
So I’m trying to get the LightMap to work, no avail. I export the asset with 2UV channels, load it in, plug a texture in the Lightmap, and: nothing.
In the AO slot of the Material I can see that 2 UV Channels were imported. I can put the LightMap in the AO slot. But when I put it in the LightMap slot, nothing changes.
The Image I use for the lightmap is an RGB JPG which contains the prerendered GI for the scene.
BTW: When I export an FBX from Cinema 4D with 2 UV channels, with the option of exporting Normals set, the little status icon in PlayCanvas turns red, so I can’t use the imported asset.