So im trying to create some LightMaps, but somehow, the UV map looks completely wrong, but if i look at the render, the UV map looks completely fine?
by user 352162242961211404
So im trying to create some LightMaps, but somehow, the UV map looks completely wrong, but if i look at the render, the UV map looks completely fine?
by user 352162242961211404
Are you on the latest addon version?
by user 352162242961211404
i think so
by user 352162242961211404
We’re using the second uv channel for lightmapping and generate it automatically if it doesn’t exist
Plus, we’re storing an offset per object which is applied in the shader
This allows multiple instances of the same mesh to be lightmapped individually
But it means that you can’t really see where on the lightmap your UV2 sits exactly, that’s correct
Well, im doing this for individual objects
It created a second UV as well
also, just saying for some objects it worked just fine
and sometimes i have to mess with the lightmap resolution, for example, the lamps, if i use 512x512 the UV maps generates just fine, if i use 1024x1024 it will be offset just like the ground mesh im using right now
by user 352162242961211404
but for this one, no matter what res i use, its allways offset
by user 352162242961211404
also, could it be my blender version? does needle have a recommended blender version?
by user 352162242961211404
Can you report a bug to us with the bug report panel?
Multiple versions should be supported but we’re mostly verifying latest (so 3.6.x at the moment)
sure, do u want my files for this stage as well?
by user 352162242961211404
do u recommend any version in specific?
by user 352162242961211404
They’ll be packed automatically for the bug report
oh nice, well, im having a hard time to find the report bug panel lmao sorry
by user 352162242961211404
It’s where also the scene export is, on Scene tab