#Artifacts
1 messages ยท Page 1 of 1 (latest)
Can you select the texel validity scene view mode? Click on the "bug" button in the scene view toolbar
gimme a sec for that, but I do have a screenshot of the UV overlap https://cdn.discordapp.com/attachments/1033929408790155274/1050583562803482694/image.png
texel validity
Can you rotate the camera so I can see the other side of the bedside table just to confirm
Yeah I think I see what's going on
So the red areas are invalid texels which means any ray bouncing off them can cause those artifacts
How can I fix that?
So I can't fix this problem without editing the models it seems like
i brought the bed model into blender and added the solidify modifier to it and that seems to fix it.. this would be way too time consuming to do in practice though
It depends on the models, it doesn't happen with everything
oh wait ๐คฆ
didn't mark the bed as static duh
yeah, the texels are still invalid :/
It's the table you should fix
these are pre-made models i have, so i can't really edit them
kenney assets i think
Then you can maybe tweak the backface tolerance
I thought that was only for realtime GI
Not at all
oh i misread
It applies to the lightmapper as well
You'll need to increase it for the bed and anything that shows artifacts
Or globally ๐คทโโ๏ธ
i changed the backface tolerance to 1.0 globally, didn't change anything
I suppose that if the only thing that texel "sees" is invalid it wouldn't help very much.
hm..
I would still recommend editing the models or making sure the scene is set up so your objects don't "see" backfaces
im going to try an asset from another pack real quick
What are your lighting setting btw?
HDRP, Very High Preset for Baked Lighting
(well it was very high preset before i changed the backface tolerance)
Can you send a screenshot of the lighting window?
Ok thanks, just making sure the resolution is high enough
Did you try the different assets?
baking rn
this is strange, tree isn't being affected by the lighting. it is lightmap static
its actually just entirely black
What material is it using
HDRP/Lit
same one as the floor
floor is getting lit fine
i mean, it is generating a baked lightmap.. but the lightmap has no light so its just pure black
before and after clearing baked lighting
is this normal for the albedo overlay?
it's literally cutting them out
That's probably not what should be happening yeah
i've never gotten baked lighting to work, i must be cursed
This makes no sense to me, why these models wouldn't be receiving any light
What kind of lights are you using?
its not just that tree
baked spot lights
im even blasting these models with directional light
I... Dont understand what's going on here
i mean it looks cool at least
They don't really seem to be in the lightmap
Can you go to the lighting window Baked Lightmaps tab
And inspect the lightmap texture
hold on something different happened this time
bake is still in progress but for some reason the tree's leaves are a different color
the default cube is receiving light fine though..
this was the final bake
this is nonsensical
So if you just place your objects in a void then you can't bounce light off anything
Can you change the light to mixed?
Light(s)
i think i see whats happening? maybe?
theres definitely supposed to be a checkerboard pattern on these objects
They're not in the lightmap
So they're only receiving indirect
Had the bake finished when the trees were black?
Which version are you using
2020.3.41
something interesting, when I changed the texel size i can see the colors of those low poly models changing
mostly through different shades of grayish
im gonna try a new scene
It would be useful to set up your scene in a way that works with baked / mixed lighting and try to add or remove elements one at a time
so im wondering if this a problem specific to these models too
because when i go to the UV overlay, no checkerboard
Do the objects have lightmap uvs generated?
How do I check
Go to the asset inspector
Yes
ok yes that added the checkerboard
It should behave better with the lightmapper now
ill try that
As for the original question about texel validity: beware of the backfaces and use better (or edited) assets!
It's getting late here, I'll check back tomorrow
Hope things are a bit clearer now
๐
i do want to ask one thing though, im not super experienced with baked lighting
i heard in the source engine they have a special technique for baked lighting that works for small details that baked lighting usually can't capture, does unity have something like that?
What do you mean details? Intricate geometry?
yes because the scale of most levels will be massive so the lightmaps are generally spread over a large area
i can look for the name of the system
So again about UVs
The scale they use will be used in the lightmapper to figure out their texel density
ok so if i want something with more detail, i change the scale?
wait oh my god the generate lightmap fixed the bed
Increase the min lightmap resolution
I see max but not min, is this a per-object thing?
Yes in the asset importer under lightmap uvs
That looks so different now ๐
yeah it looks really good, i've never gotten the baked lighting to actually work with anything before
i guess it's because i haven't been using lightmap UVs this whole time
Amazing, enjoy!
anyway to make those corners a bit more smooth? or is that something that's kind of unavoidable with low poly
or maybe i just don't understand how light works lol, it feels off
Thanks for all this, btw, game changing
Increase the antialiasing samples in the lightmap parameters
Go to 16
Then after that it's not aliasing coming from the lightmaps in all likelihood
i assume indirect bounces would probably clear those up slightly too