You can use the same UV map (if we are on the same page here), because I can do it in Lightwave. I also have GILE[s], which creates a separate UV map for the lighting information (often several models for the same map).






Just the lights, this is probably what you mean by a "pre-lighting calculation" (with the same UV map as the texture) -actually, this is a bad example because I have mapped both the left and right side to the same part of the image, but you get the idea


Lighting baked in. This is what the shader should achieve by mixing the lightng information(above) with the base texture.

Last edited by A.Russell; 08/06/06 14:49.