#lightmapping
1 messages · Page 1 of 1 (latest)
yes
okay i thought so
you can always go back to realtime lighting its not a permanent thing
you could but I like to tweak my settings on the lightmapping window first before I hit generate
first thing I typically do is use the progressive GPU lightmapper
there is a CPU version but its slower, but its there for a reason as there can be cases where the GPU lightmapper fails (which can be due to a variety of things)
yes, I tend to set these settings to the following...
should probably say that im making a darker/horror game
I tick of progressive updates, which is a somewhat useful thing as it bakes only the area at which you are looking at, if you want to quickly iterate on your lighting this is a good option but generally I have some patience so I tick it off because it actually goes faster
I tick importance sampling which in english just means it goes faster (though in dark areas it can lead to artifacts but we can get into that later)
I tend to drop all of the sample counts for direct, indirect, and enviorment to what I set here which are generally pretty low
but right after that I turn on filtering which cleans it all up
i saw the prog updates, should be good for performance
for good measure also I like to enable ambient occlusion
though leave direct contribution to 0
because its not enabled by default
oh?
so just enable it
its not a requirement to have honestly, for some scenes it may introduce too much contrast
but its up to you whether you want to have it on or not
yes
if you want it to go faster you can also drop the quality settings here
to 512 or 256
generally thats usually how most go about baking
drop the settings pretty low just to see how it looks
and once they are happy with how it looks lighting wise then you can increase your resolution/sample counts for a better quality bake
i see, ill probably do that
also i decided to do ambient occlusion
okay it generated
looks not too shabby rn
screenshots?
actually dont know i can double check
on there it looks alright, low resolution obviously but that makes sense given what I've told you
quickest way to see what you've marked is if you switch to the baked lightmap view
make sure this is ticked on
at the bottom
throws a checkerboard pattern on all objects marked contribute gi
foliage can generally cuase alot of issues in a bake because of how complex they usually are, but one thing I would check on is for all of your tree materials
make sure that this field
on the materials
is enabled
what happens in a lightmapper is that triangles are usually culled from the back, like in typical rendering, and what happens in a lightmapper is that these rays are terminated and typically you get really funky looking artifacts like you see here
or in here in my test scene for example
how can you get rid of artifacts
which is caused by this geometry being raised, and on the bottom of it there is no geometry inside or behind
well its important to distinguish what kind of artifacts they are
in my example what im showing here are artifacts caused by ray termination
and you can fix that by ticking this field here in the material properties
fixed
no
because double sided in some instances in certain edge cases can lead to light leaking through geometry
so its really only turn it on, on materials that you see are problematic
oh okay
ill turn the house material into doublesided then?
because of the artifacts
or at least try
go for it
hows it look
i can show you but i cant seem to find double sided on my house material
so heres how to know when you'll get that artifact
yeah that alleyway looks better now
but just to finish up the tangent
heres how you know when that artifact will appear
I have barricade meshes here
and if you notice below them there is some wierd light leaking happening
zooming in closer you can see more of the funky shenangins going on
now this barricade mesh its worth noting, has no polygons on the underside of it
if I look under we can see the mesh becomes invisible
because there are no polygons there
zoom out
in that case that might not be a ray termination issue, that looks to be improper lightmap UVs
ah so its probably a ray termination issue there
I have a question to ask though
are you ever going to see that area in game?
yes i guess
alright then, because its worth noting that in far away or inacessible areas it can be common to see those artifacts and in many cases you can get away with it because its never going to be seen by the player
but in your case, the issues are caused by the concrete material that you have
from the stairs and that little corridor
not from the house itself
I can tell because in an earlier screenshot
in your baked lightmap view
i see
well you dont get that close to it ever
then you don't have to fix it
but just for the sake of learning
we'll try to fix it
but based on what I saw
I can tell those ray termination artifacts are caused by that corridor and its materials
so enable double sided on them
oh okay hold on
there is also another way to solve it but I don't think i'll get into it as it'd be hard to explain
i dont seem to have the option of double sided
if this is even where its supposed to be
its supposed to be in the material tab, but yeah doesn't seem to be on that shader
I would actually try setting the render face mode
from front
to all or off
I forget the options it has
set it to both and bake
show me
how are these meshes made
are they made using pro builder or have you made them through an external modeling package like blender/maya etc?
for the imported meshes I would go in the import settings and enable generate lightmap UVs
where do i find the import settings