Ben_93 Posted April 4 Share Posted April 4 Hi All, Weird problem here. I have made a shader in the material graph that lerps 3 textures together using a mask painted in the custom surface texture - however when I try to bake the surface using the lightmapping tool, the result causes the mesh to go invisible. Any idea whats going on here? If I just use a mesh_base material it bakes as expected. Any ideas what's going on here? And enabling the baked lightmap.... If using a mesh_base material all normal Many thanks, Ben Link to comment
bmyagkov Posted April 5 Share Posted April 5 Hello! @Ben_93Could you please provide us with a sample scene with minimal reproduction of the issue? It seems that packing the world into a ".upackage" archive and sharing it with us would be sufficient to investigate what exactly is causing this issue. Thanks! Link to comment
Ben_93 Posted April 5 Author Share Posted April 5 1 hour ago, bmyagkov said: Hello! @Ben_93Could you please provide us with a sample scene with minimal reproduction of the issue? It seems that packing the world into a ".upackage" archive and sharing it with us would be sufficient to investigate what exactly is causing this issue. Thanks! Hi, I have sent you a private message with a link to the test scene, thanks for helping me investigate this issue :D Many thanks, Ben Link to comment
bmyagkov Posted April 8 Share Posted April 8 It seems that the issue has been resolved via private messages. It turns out that the allowed number of samplers has been exceeded and it was advised to use texture arrays instead. Thanks! 1 Link to comment
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