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GlossaryWhat is a lightmap?

What is a lightmap?

Daniel Schuster
•
Last updated:
September 10, 2026
In this glossary article:
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GlossaryWhat is a lightmap?

What is a lightmap?

Daniel Schuster
•
Last updated:
September 10, 2026

Definition of Lightmap

A lightmap is a pre-rendered texture that stores the static lighting, shadows, and indirect lighting of a 3D model or scene. Instead of calculating the lighting in real time, it is “baked” once and then applied to the model as a texture—ideal for web viewers, AR apps, or configurators where performance matters.



How does lightmapping work?

  1. Set up the scene with a fixed lighting setup (position, color, intensity).
  2. Create clean UV coordinates for the lightmap without any overlaps (second UV set).
  3. The rendering engine calculates the lighting (direct light, diffuse GI, AO) for each texel.
  4. The result is saved as a texture (lightmap, sometimes combined with AO/shadow maps).
  5. In the viewer or the game engine, the lightmap is multiplied or overlaid—the object appears “illuminated” without any real-time calculations.



Comparison: Lightmap vs. Real-Time Lighting

Criterion Lightmap (baked) Real-Time Lighting / Ray Tracing
Performance Very high – minimal computational overhead at runtime Depends on hardware; often expensive
After the lighting changes Low – needs to be baked again High – Changes are visible immediately
Texture / Appearance Very consistent, no noise or flicker May vary (noise, sampling artifacts)
Production Costs Additional Setup (UV2, Bake Settings) Less setup, but higher rendering costs
3D rendering of a bright living room with a brown leather sofa and a view of the surrounding nature through large windows

From Technical Term to Visual Experience

We don't just use these technologies; we master them. See how we create photorealistic worlds for leading brands.

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Streamlined Workflow (5 Steps)



1. Set up UV2 correctly (separate lightmap UV set)

Create a second UV set specifically for the lightmap— without overlaps and with sufficient padding (at least 4–16 px). This prevents color bleeding and shadow artifacts later on.

→ More on clean UV/map preparation: Preparing digital surfaces & textures



2. light setup & test bakes

Define key, fill, and rim lights, enable GI/indirect lighting, and create test bakes at a low resolution (e.g., 512 px). This way, you can see early on if shadows are too harsh or if there are any leaks.

→ Take a look at how we use light specifically for animations: 3D animation & video



3. Lightmap beacons (including AO, if applicable)

Bake the lightmap (optionally combined with AO) in 16-bit, linear. Don't forget edge padding. Keeping AO separate can give you more flexibility later on—especially if you want to test different looks.

→ Technical Context: Texture Baking (Map Baking)

→ Example of baked shadows for cut-outs: Cut-outs & packshot renderings



4. Integration into the Viewer/Engine

Assign the lightmap correctly in your engine (e.g., lightmap slot in Three.js, Unity, or Unreal). Make sure that AO and shadow effects aren't running simultaneously (baked AO + SSAO often results in the image being too dark).

→ Real-time/VR context: 360° tour & virtual reality

→ Technical deep dive: Unreal Engine & virtual production



5. QA & fine-tuning

In the target environment, check for light leaks, moiré, shadows that are too harsh, or area-wide artifacts. If necessary, adjust the texel density, padding, or lighting setup. Document the final map settings for future variations.

→ Example of final quality control in a project: Virtual Bathroom Design – Canyon House

Quick Tips

  • UV padding: At least 4–16 pixels (depending on resolution) to prevent bleeding.
  • Plan the resolution: Don't make the lightmap too large (mobile!), but make it large enough so that details don't get washed out.
  • Combining: AO can be applied separately or baked into the lightmap—watch out for “dirty edges.”
  • Linear vs. sRGB: Bake in the linear color space, then select the correct color profile later.
  • Fallbacks: For assets with changing materials, it's better to keep the AO separate and use the lightmap only for indirect lighting.



Common mistakes & how to avoid them

  • Overlapping UVs: Result: shadow artifacts. Solution: Create a separate UV set for the lightmap; avoid overlaps.
  • Insufficient padding: Color/shadow fringes along the edges. Solution: Set the edge padding to a generous value.
  • Resolution too low: Blurry shadows, loss of detail. Solution: Plan the texel density in advance.
  • Light Leaks: Light “seeps” through thin geometries. Solution: Increase the mesh thickness or adjust the lightmap cage.
  • AO & Lightmap double: AO baked AND SSAO active → corners too dark. Solution: use only one variant or adjust values.



FAQ – Lightmaps



Do I need lightmaps when I use ray tracing?

Not necessarily. Ray tracing calculates lighting in a physically accurate way. Lightmaps are still useful, however, for improving performance or loading static scenes faster in web viewers. For more information, see Ray Tracing.




Which maps complement lightmaps in a PBR workflow?

At least BaseColor, Normal, Roughness/Metalness. Ambient Occlusion (AO) can be baked in or used separately. See Normal Map & Ambient Occlusion (AO).



How big should a lightmap be?

It depends on the situation. For small product viewers, 512–1024 px is often sufficient. Large rooms or showrooms require 2k–4k resolution, possibly tileable or divided into sectors.



Can I edit lightmaps after the fact?

Yes, but carefully. Adjusting brightness/contrast is okay - changing shadow shapes is not. Otherwise the light color & GI are no longer correct. Better to bake again.



What is a lightmap, by definition—and what is it used for?

A lightmap is a texture containing pre-rendered light and shadows (Lightmap – Wikipedia). It is applied to 3D objects to avoid having to calculate lighting in real time—ideal for static scenes and performance-sensitive applications.



What lightmapping techniques does Unity offer—and what are the differences?

Unity provides several lightmappers, such as the Progressive CPU/GPU Lightmapper (Unity Lightmappers). They differ in terms of speed, memory usage, and the quality of indirect lighting.



How do I correctly set the resolution (texel density) of my lightmap?

In many pipelines, a fixed texel density is selected per unit area. Tools such as the Source/Valve engine provide guidelines and workflows - see Lightmap in the Valve Developer Community. Important: plan enough UV area & padding, otherwise shadows will become muddy or fray.

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