

Unlike traditional de-lighting workflows, it doesn’t require chrome ball reference data: just ambient occlusion, normal and bent normal maps for the 3D asset to which the texture will be applied.Īccording to Unity: “These texture maps can be baked in Knald, xNormal, Substance Designer or any other baking tool. Unity Labs’ new De-Lighting Tool removes the original lighting information from the diffuse map, making it possible to use with dynamic or image-based lighting. However, the original shadows and highlights are baked into the diffuse map, meaning that 3D assets textured with it do not respond correctly to lighting applied inside a DCC package or game engine. Photogrammetry tools like PhotoScan provide a quick – and increasingly popular – method for generating high-quality texture maps from source photographs of real-world objects. Remove baked-in lighting from photogrammetric textures without chrome ball reference data The tool itself is a Unity add-on, but the diffuse maps it generates could be used in any DCC application. Unity Labs has released a free tool for ‘de-lighting’ textures: removing the baked-in lighting information from textures generated using photogrammetry, enabling them to be lit properly in 3D scenes.
