#ive tried clearing baked data lots of
1 messages · Page 1 of 1 (latest)
So it's baked, that's crucial info
The most common problems are UV overlap and texel invalidity so start with those
First check console for UV overlap errors
i had overlap errors but the lighting was the same. i did encounter these errors though
Just like the warning says, check UV overlap visualization mode, though since 210 objects have problems it won't tell us anything surprising
When you want to use a mesh for baked lightmapping, it needs lightmap UVs
You can check to "generate lightmap UVs" in mesh import settings
Do this for every mesh
You probably can multi-edit the assets so as not to do it hundreds of times
If you want the bake to be more stable, turn down the samples and resolution for the test bake and update your GPU drivers if you're baking on GPU
And do not use Auto Generate
thanks so much, that fixed it
If you run into more issues, you can find them somewhere here
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
yeah i did run into another issue
while im baking everything looks normal, but when its done it looks like this
You could show your lightmapping settings
I'm not seeing an issue here
I'd also like to see the baked lightmap
can be found here
The issues look like there could still be UV overlap, and also that the geometry is running out of space on the lightmap
Having your levels made of modular tiles like that is pretty bad for baked lightmapping, but the symptoms are way worse than I'd expect
Can you open the preview of the second map and show that
i just baked theres a new lightmap now
ill bake again and if it consists ill send it
okay!
Remember not to cancel the baking process
Or it'll be quite messed up in any case
this is in the middle/start of baking, at the end the lightmap is in the wrong places
everything is fixed! it was uv overlap on one of my meshes, thanks a lot!
Even with realtime preview on, the bake might not look right at all until it's finished
there still is little patches of different light where its not supposed to be
This is an indirect symptom of using separate modular pieces for the level
Each mesh needs padding between them to prevent light bleeding between them, but since every separate piece needs its padding it'll eat into the total lightmap space
With contiguous meshes, "lightmap stitching" can blend the colors at the seams, but separate mesh renderers have no knowledge of their neighbours for that to work
It might be fixed if you increase max lightmap size from 512 to 1025 and maybe increase padding to 3
But contiguous level geometry is a much better option
also my grass isnt recieving light and my area light isnt doing anything