.glb, Lightmaps and how to combine them

Hi everyone. I’m pretty new to this concepts so i’m a bit struggling to find the right way. I want to export an interior scene using PBR materials and lightmaps. My idea is this:

  1. i prepare the scene and create all the materials using an UV (let’s call it UV1).
  2. i create a second UV (UV2) and i use it to bake the lightmap
  3. I then multiply the lightmap to the diffuse map using the UV2 so that every map uses UV1 (normal, roughnerss and color, mainly) and the lightmap uses UV2.
    Problem is: i have read glb format supports multiple UVs but doesn’t support blender’s color math node. Is there then a way to export a model in glb format with multiplied diffuse and lightmap? Are there better solutions or workaround (without baking the shadows in the diffuse, of course)
    Thanks a lot

Not really… Baking, is in this case your best option, and you can use the result as an emissiin texture.

I see. But if i have to bake both the quality drops drastically… with multiplied lightbake i can keep the shadow low quality while having high quality diffuse map.

If you keep the resolution of the texture, and just upscale the lightmap, then the final result would be the same as if you multiply the textures in Blender.
And instead of two images being multiplied by every frame render, you’d just need one.

There’s also the option (if you can control the glbf renderer) to specify the environment map… In that case, you could just rely on the light calculations of the renderer itself. (Though this doesn’t work in most renderers that you might find online, as they normally hide this option).