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I saw the post about introducing the "last minute lightmapper" when it was first posted, and I have successfully used it on an imported scene/obj. Very cool! But how can I use it on a default mesh such as a CubeMesh? I don't understand how to add or enable the UV2 channel so the lightmapper can work with the mesh's default material. Any help would be appreciated - I've been searching and otherwise banging my head against this for a couple weeks. More detail: I'm unclear where the second UV channel comes from when they are created on object import, or how I would even make one by hand in an external program like GIMP. The answer is buried somewhere in the thousands of GIMP tutorials I've been perusing.

in Engine by (27 points)
edited by

I don't think you can use the lightmapper on default meshes – these are generally intended for prototyping, so it wouldn't be very useful anyway. As a workaround, you can create a cube in Blender and export it as Collada (.dae), glTF 2.0 or OBJ.

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