#What baking settings were these
1 messages · Page 1 of 1 (latest)
@marsh birch its definitely a problem of some gameobjects/models i think
because others work very good
If these margins are one texel wide per island, that leaves functionally no space at all for the uv islands themselves
I'm not seeing any obvious problem with the settings though
My hunch says that the mesh has waaay too many lightmap UV seams so they fail to be compiled effectively
Happens with Blender's "lightmap" UV unwrap operation
i use the unity build in unwrap for the UVs
but yes, it looks like its mostly happening for meshes with many lightmap uv shells
Some very organicly shaped meshes are difficult for the automatic system
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
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.