#if i using realtime or mixed the

1 messages · Page 1 of 1 (latest)

tough hound
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Well, I'm seeing what looks like UV overlap

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and skewed lightmap UVs in general

carmine imp
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what meaning is

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is only like that when i using baked

carmine imp
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thanks, i will try it

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btw do you know why when i baked there no shadow?

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if i using realtime or mixed, the shadow is show up

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i am sorry if my english is broken, english is not my first language

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i still learning

tough hound
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Baked-only light source shadows are limited by lightmap resolution, which has to be relatively low
Realtime shadows are much sharper, but more expensive

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Mixed lights are calculated as realtime for direct shadow and light, but also cause bounce lighting when baking
So they're an expensive combination of both realtime and baked

carmine imp
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in lighting i using baked indirect and the lightmap resolution is 10. i try to make it 50 but nothing happend?

tough hound
carmine imp
tough hound
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And let it finish
It says "total bake time 0:00:00" which might imply that the bake was canceled, so we could be looking at unfinished results currently

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With 50 resolution and a laptop GPU the bake will likely take at least multiple minutes

carmine imp
tough hound
carmine imp
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this is 50 lightmap resolution

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there still no shadow

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and this is mixed 10 lighmap resolution and have shadows

tough hound
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In addition to warnings about more UV overlap

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notice this

carmine imp
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so the problem is in baked have 01

tough hound
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You should show the whole console window with all the warnings

carmine imp
tough hound
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I see
You really need to take care of all the UV overlaps

carmine imp
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ok bro

tough hound
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You can use the visualization mode as instructed by the warning

carmine imp
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before asking again sadok

tough hound
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The notice about punctual light shadows isn't dangerous or very important, just means that realtime shadow resolution was reduced

tough hound
carmine imp
tough hound
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as an example

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but in this specific case yes

carmine imp
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can i fix it with blender? because all the asset i make in blender

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i planning to reduce the faces

tough hound
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The easiest thing to do is to check "generate lightmap UVs" on the import settings of every mesh

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But also in Blender you need to check that the meshes don't have unapplied scale transforms

carmine imp
tough hound
carmine imp
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is this?

tough hound
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Yes

carmine imp
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where the scale? i only see apply transforms

tough hound
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But it's also good to keep an eye out for each weird transform
It can lead to weird modeling behaviour in Blender

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Scale is one of the transforms, in addition to position and rotation

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This resets an object's origin points to 0 if position is also applied

carmine imp
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you mean control A in blender right?

tough hound
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Yes

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For that reason you may want to only apply scale on each object with ctrl+A, if you have multiple objects

carmine imp
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this is right?

tough hound
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Yea

carmine imp
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maybe I missed another object that I should scale

tough hound
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Worth checking all of them

carmine imp
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yes sir

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i will checking all again, and reduces same faces

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is 3m tris in unity, that a lot right? when i using realtime or mixed, it even increased to 40m tris

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but in baked only 5m triss, my vr project still have 70 fps