#baking lights in Unity

1 messages · Page 1 of 1 (latest)

crystal tundra
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Hey I am having a problem with baking lights in my scene. I am making a scene and trying to bake the lights but it takes forever and doesn’t work.

When I bake the lights (all light sources are either set to bake or mixed) there are a bunch of artifacts, blocks on the ceiling and walls that are missing light or the lights aren’t there at all.
I have all of the walls and static gameobjects set to reflection probe static and contribute GI static (along with occluder, occludee, navigstion and batched static depending on the items. I also made sure to press generate lightmap UV’s for the static objects as well. I have increased the lightmap resolution as well as the padding in the lighting settings but it still doesn’t work.

Does anyone know any ways to work on this or willing to help?

tall grove
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welcome to game development. You can try adjusting your shadowmap sizes and UV mapping for bigger or smaller shadow resolution.

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the bake time is dependent on the speed of your graphics card and computer. a typical 1km x 1km scene with a few thousand objects can easily take a day or so to process on a decent card. try doing less quality bakes until you get things configured best. configuring your bake process is tedious as its alot of trial by fire or trial by bake in this case. best of luck

crystal tundra
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@tall grove I appreciate the response. Do you have any experience in this field? I made a small closet with 3 objects that have emissions on their material and one point light and deactivated everything else in the scene and it still doesn't bake the point light in the scene. I have it on backed and the culling is on everything so it should all receive the lighting

tall grove
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you need to make static objects set to contribute GI, this will make the system bake a light map atlas for it, You can then adjust the resolution depending on the size and memory etc.. you also need to make sure you tell it to bake emissives too as indirect. there are several tutorial on this at learn.unity.com

spice night
crystal tundra
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I have already made everything static and objects set to contribute GI and I also have them reflection probe static too. I have changed the resolution and value's in the lighting settings multiple times but it still doesn't seem to help

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@spice night thanks for the response! I will look into the texel count to see if I can get quicker bake times while I'm testing!

crystal tundra
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So I went through, deleted all of the lights and remade them and after 3 hours of baking, the lights still broke after baking. Here are some pictures of the light baking afterwards

tall grove
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have you tried adjusting your exposure setting, and make sure its between 4 and 13?