Light baking and automatic UV unwrap in 3DS Max

Having a big mesh composed of a multitude of simple geometry shapes can be long and painful to map UVs for light baking and rendering advanced lighting into a texture can save up a lot of resources when rendering static meshes in real time.

In this tutorial, we’ll show you how to automatically unwrap UVs and bake advanced and cost-heavy lighting components (Ambient Occlusion, Shadows, Caustics, Global illumination) into a lightmap texture using Max’s RenderToTexture function for later use in a real time rendering pipeline.

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