I am currently exploring the possibilities of Blender Cycles, especially its new baking functionality.
The thing I am working at right now is baking lightmaps. And while it is working so far I still have some questions in order to improve my lightmaps.
The steps I am currently doing are the following:
- Add a new UV Channel/Map (not sure how you call them) to a pre-textured / pre-UV-unwrapped Object and call it UVLightmap
- Smart UV Project unwrap the object using the new UV Channel
- Create a new image in the UV/Image Editor
- Create a new cycles material
- Add an Image Texture node to the new cycles material and link that previously created image
- Copy the same node into every other already existing material
- Bake a lightmap onto the new material using the Bake Type: Combined
- Are my steps correct? I am not entirely sure if this is the correct way to bake Lightmaps in Blender Cycles. Possible mistakes are for example the step where I apply a new material over the old ones or using the wrong Bake Type…
- This is the more important question. Is there a way to include (for example) the color bleeding or the brightness values based on the other textures into the lightmap baking process?
Thanks in advance.