#I am using only emissives those lights
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Thank you
I still recommend you practice baking a bit in a simple test scene
There's a lot of stuff to trip over ^^
Easier to figure out how to avoid problems when there's less variables
Using modular geometry for levels and emissive materials for illuminations are two things that require extra steps and care to get right
And there's plenty of problems that can show up even when using simple point lights and uncomplicated meshes
Moving in here @flint swift
earlier I misread the original post and meant this to remove the emissive lamps from the bake, so that the point lights would be included in their stead
I see. He just got confused
But yeah unless you know what your doing, using only emissives for enviorment lighting is generally a bad idea
(I mean yes its actually fine, but there is not as much control, but more imporrantly for emissives most of the time you need a lot of samples just to resolve them properly and that can take a long time)
Yeah, those extra steps and care ^^
The choice doesn't much depend on the scene, but rather what kind of quality-performance tradeoff you want for shadow casting lights
I have no clue what the difference is between either of them
You could read about them if you're curious
Basically different ways for shadow-projecting lights to work with the lightmapper
from what I've read it sounds like I just want baked indirect?
The choice doesn't matter if you don't have shadow casting mixed lights
Baked indirect basically excludes dynamic shadows entirely
Actually I might be misremembering that last part
Anyway It's for mixed lights specifically
I set every object to static and now nothing wants to bake, it's stuck at 0%
keep in mind this is a really crappy laptop
Not everything needs to be contribute lightmap static
You'll want to especially avoid small and/or high-poly meshes
I just remember being told that everything that's static and doesn't move needs to be static
Hang-ups like these often happen if your hardware is biting too much to chew
That's not strictly speaking true
There are many types of "static", each with their own purposes and tradeoffs
Categorically there are statics for mesh batching, for light baking, for occlusion and for AI navigation
If you don't know what any of those really do, it's a good rule of thumb to make fully static anything that doesn't move
in simple terms yes this is correct
in a little more technical explanation, objects that you lightmap generally are things that don't move, but are also able to be be represented with multiple lightmap texels. typically most level geometry falls into that
I'm very inexperienced with anything to do with lighting, so I can only barely understand what you're trying to get across
just stick to this and you'll be fine
can't set anything to static unfortunately, nothing will bake on this laptop, I will need a good computer that does that
weren't you just able to bake before?
if your running into this restarting the editor helps
sometimes running bakes back to back can cause an issue like that