Hey everyone,
For one of our school’s game teams I am working on a rain system that can be used by the team through a custom UI widget in the editor. I wanted to have an option to mask areas on the different meshes so that only parts of the mesh that are exposed to this rain are masked. Which I then in turn can use to let only these segments react with animated maps/ different roughness values.
My idea was to use some form of light baking to do this masking but my main question with this is:
Is it possible to store this light data separated from the existing lightmaps to use it in the material?
The reason for wanting to use lightmaps is that they are relatively light and it creates separate baking data for modular assets used in the scene.
I know storing and saving lightmaps is possible in Unity and I read that this is a bit trickier in Unreal. Does someone have experience with storing lightmap data into materials in Unreal? If so please let me know!
All the help is really appreciated!