#I m just trying to figure out why thats
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yes!
Which Render Pipeline do you use?
The standard one
That makes no sense ๐ sometimes the same stone is darker than the rest and sometimes the stone is brighter than the rest. lol
exactly thats why i'm so confused lmao
doing some extra testing to see if I can figure it out. SUck with lighting to begin with, but thought I'd reach out to the community as I doubt I'm the only one ever to experience this
Well.. first. this is not looking like its baked.
Do you have your Point light marked as baked and the walls set to static?
yup
How does your Scene look when you set the Debug View to Baked Lightmap?
Okay. Did you check the "Generate Lightmap UV" in the Import Settings of your Walls?
๐ฎ that seems to be the fix right? However I do get that warning in the console
Check the "UV Overlap" in the Scene View Debug Window
Do the same for the Ground and Ceiling models
haha no idea what I'm looking at. I guess the red is where the UVs overlap?
In the Import Settings where you checked "generate lightmap UV" is a margin method.
Set Margin Method to Manual, then you can adjust the Pack Margin value directly.
Which Margin is used there right now?
How does your Lighting Settings look like? Because 10 is quite much ๐
Ok, you could increase the resolution to something like 40 for indoor scenes, if you get articfacts. but it looks okay
you got a fast GPU, it will handle 40 quite fast ๐
haha yeah the video I watched had me put it at 20.....Ok so at 40, and packing at 6 for the walls, I get this!
pretty good if you ask me
but you are the lighting god haha
Well.. this are just all things i went through when i started ๐
sooo much to keep track of lol. I held of worrying about lighting for so long
Yeah lighting is easy to do but hard to master ๐
Working on an environment right now.
Lighting is completly baked ^^
Wow thatโs beautiful. How long have you been working on that?