What is a lightmap?
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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?
Comparison: Lightmap vs. Real-Time Lighting
From Technical Term to Visual Experience
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View WorkStreamlined 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
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.
