@mifth: Yes I know about SeperateTexCoord, but I mean the texture itself is not set on the model. So if you have 100 lightmap groups you have to assign the lightmap manually to each group’s materials…
I don’t think you will get more than 5 lightmaps for a scene.
You have to set textures to materials manually… sorry for that.
@mifth said:
I don't think you will get more than 5 lightmaps for a scene. :)
OK, then in that case, what is this script for, exactly? I can already generate shared UVs easily for a scene, and bake it as well. The whole point is to automate the process so you don't have to do it for each model.
The script makes one Texture Atlas for all objects. In other words, the script unwraps entire scene/lightMapGroup into one UVTexCoord. And you don’t need to merge all objects into one object to generate UV.