#What baking settings were these

1 messages · Page 1 of 1 (latest)

brave rose
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@marsh birch its definitely a problem of some gameobjects/models i think

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because others work very good

marsh birch
# brave rose

If these margins are one texel wide per island, that leaves functionally no space at all for the uv islands themselves

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I'm not seeing any obvious problem with the settings though

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My hunch says that the mesh has waaay too many lightmap UV seams so they fail to be compiled effectively

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Happens with Blender's "lightmap" UV unwrap operation

brave rose
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i use the unity build in unwrap for the UVs

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but yes, it looks like its mostly happening for meshes with many lightmap uv shells

marsh birch
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Some very organicly shaped meshes are difficult for the automatic system

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In this case it also seems to be skipping a whole third of the available lightmap space
I've seen it happen before but it hasn't resulted in issues before

gleaming fern
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For what it's worth the UV packing algorithm for the lightmaps is something we have on the roadmap to improve soon, but yes these kinds of issues as Spazi has described are "expected" in some situations.