#Artifacts

1 messages ยท Page 1 of 1 (latest)

civic zealot
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Can you select the texel validity scene view mode? Click on the "bug" button in the scene view toolbar

jolly cobalt
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texel validity

civic zealot
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Can you rotate the camera so I can see the other side of the bedside table just to confirm

jolly cobalt
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a little hard to see

civic zealot
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Yeah I think I see what's going on

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So the red areas are invalid texels which means any ray bouncing off them can cause those artifacts

jolly cobalt
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How can I fix that?

civic zealot
jolly cobalt
civic zealot
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I would guess so

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The normals on that bedside table don't look right

jolly cobalt
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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

civic zealot
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It depends on the models, it doesn't happen with everything

jolly cobalt
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oh wait ๐Ÿคฆ

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didn't mark the bed as static duh

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yeah, the texels are still invalid :/

civic zealot
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It's the table you should fix

jolly cobalt
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these are pre-made models i have, so i can't really edit them

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kenney assets i think

civic zealot
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Then you can maybe tweak the backface tolerance

jolly cobalt
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I thought that was only for realtime GI

civic zealot
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Not at all

jolly cobalt
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oh i misread

civic zealot
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It applies to the lightmapper as well

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You'll need to increase it for the bed and anything that shows artifacts

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Or globally ๐Ÿคทโ€โ™‚๏ธ

jolly cobalt
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i changed the backface tolerance to 1.0 globally, didn't change anything

civic zealot
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I suppose that if the only thing that texel "sees" is invalid it wouldn't help very much.

jolly cobalt
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hm..

civic zealot
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I would still recommend editing the models or making sure the scene is set up so your objects don't "see" backfaces

jolly cobalt
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im going to try an asset from another pack real quick

civic zealot
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What are your lighting setting btw?

jolly cobalt
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HDRP, Very High Preset for Baked Lighting

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(well it was very high preset before i changed the backface tolerance)

civic zealot
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Can you send a screenshot of the lighting window?

jolly cobalt
civic zealot
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Ok thanks, just making sure the resolution is high enough

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Did you try the different assets?

jolly cobalt
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baking rn

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this is strange, tree isn't being affected by the lighting. it is lightmap static

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its actually just entirely black

civic zealot
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What material is it using

jolly cobalt
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HDRP/Lit

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same one as the floor

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floor is getting lit fine

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i mean, it is generating a baked lightmap.. but the lightmap has no light so its just pure black

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before and after clearing baked lighting

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is this normal for the albedo overlay?

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it's literally cutting them out

civic zealot
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That's probably not what should be happening yeah

jolly cobalt
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i've never gotten baked lighting to work, i must be cursed

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This makes no sense to me, why these models wouldn't be receiving any light

civic zealot
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What kind of lights are you using?

jolly cobalt
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its not just that tree

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baked spot lights

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im even blasting these models with directional light

civic zealot
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I... Dont understand what's going on here

jolly cobalt
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i mean it looks cool at least

civic zealot
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They don't really seem to be in the lightmap

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Can you go to the lighting window Baked Lightmaps tab

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And inspect the lightmap texture

jolly cobalt
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hold on something different happened this time

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bake is still in progress but for some reason the tree's leaves are a different color

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the default cube is receiving light fine though..

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this was the final bake

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this is nonsensical

civic zealot
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So if you just place your objects in a void then you can't bounce light off anything

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Can you change the light to mixed?

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Light(s)

jolly cobalt
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i think i see whats happening? maybe?

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theres definitely supposed to be a checkerboard pattern on these objects

civic zealot
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They're not in the lightmap

jolly cobalt
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here's the preview of the lightmap for one of the trees

civic zealot
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So they're only receiving indirect

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Had the bake finished when the trees were black?

jolly cobalt
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yes

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weirdly they don't bake black anymore

civic zealot
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Which version are you using

jolly cobalt
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2020.3.41

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something interesting, when I changed the texel size i can see the colors of those low poly models changing

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mostly through different shades of grayish

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im gonna try a new scene

civic zealot
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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

jolly cobalt
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so im wondering if this a problem specific to these models too

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because when i go to the UV overlay, no checkerboard

civic zealot
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Do the objects have lightmap uvs generated?

jolly cobalt
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How do I check

civic zealot
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Go to the asset inspector

jolly cobalt
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right

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click this?

civic zealot
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Yes

jolly cobalt
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ok yes that added the checkerboard

civic zealot
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It should behave better with the lightmapper now

jolly cobalt
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it does receive lighting now

civic zealot
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Amazing

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Trees should also be fixed with that.

jolly cobalt
civic zealot
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As for the original question about texel validity: beware of the backfaces and use better (or edited) assets!

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It's getting late here, I'll check back tomorrow

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Hope things are a bit clearer now

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๐Ÿ˜…

jolly cobalt
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i do want to ask one thing though, im not super experienced with baked lighting

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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?

civic zealot
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What do you mean details? Intricate geometry?

jolly cobalt
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yes because the scale of most levels will be massive so the lightmaps are generally spread over a large area

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i can look for the name of the system

civic zealot
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So again about UVs

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The scale they use will be used in the lightmapper to figure out their texel density

jolly cobalt
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ok so if i want something with more detail, i change the scale?

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wait oh my god the generate lightmap fixed the bed

civic zealot
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Increase the min lightmap resolution

jolly cobalt
civic zealot
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Yes in the asset importer under lightmap uvs

civic zealot
jolly cobalt
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yeah it looks really good, i've never gotten the baked lighting to actually work with anything before

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i guess it's because i haven't been using lightmap UVs this whole time

civic zealot
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Amazing, enjoy!

jolly cobalt
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anyway to make those corners a bit more smooth? or is that something that's kind of unavoidable with low poly

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or maybe i just don't understand how light works lol, it feels off

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Thanks for all this, btw, game changing

civic zealot
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Increase the antialiasing samples in the lightmap parameters

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Go to 16

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Then after that it's not aliasing coming from the lightmaps in all likelihood

jolly cobalt
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i assume indirect bounces would probably clear those up slightly too

civic zealot
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I don't think that's going to help with this particular issue

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I'm off, I'll check back tomorrow. Play around with baked lighting and feel free to post more questions out-of-thread so others can help out as well