Blender Cycles Lightmap Utility
Update 4/4/2024
Added button that saves all lightmaps to render directory.
Improved node placement and bug fixes.
UI replaces python console
Setup:
Download the compressed addon
Navigate to preferences and install/enable the add-on
For stability, join all objects in collection to one mesh.
Double check all materials to see that:
- That each material uses shader nodes.
- Each object has uv2 map.
- Default "UVMap" is for texture coordinates, "uv2" is for shared light-map coordinates.
- Materials do not exist in more than collection.
- Example: if concrete is in lightmap1 and lightmap2 collections, duplicate it so there is concrete and concrete.001
Name collections; Add _lightmap2048 suffix/flag to collections that belong together
- "level2_lightmap512" will bake to an image called level2_512 (at 512px^2 resolution)
- "scene5_lightmap2048" will bake to an image called scene5_2048 (at 2048px^2 resolution)
Run:
Based on what type of bake you want, hit either the "Complete" or "Bounce" button.
Then hit the bake button to start a cycles render job
After the bake completes, you should be able to find them in the image viewer.
Quickly and easily write every lightmap to disk with a single mouseclick, by pressing the "Save Lightmaps" button
How it works:
Utility creates 1 image per collection.
Modifies all materials
All materials write to a collection light-map.
Adjust Samples / Denoising with standard cycles render settings.