#if i using realtime or mixed the
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thanks, i will try it
btw do you know why when i baked there no shadow?
if i using realtime or mixed, the shadow is show up
i am sorry if my english is broken, english is not my first language
i still learning
Baked-only light source shadows are limited by lightmap resolution, which has to be relatively low
Realtime shadows are much sharper, but more expensive
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
in lighting i using baked indirect and the lightmap resolution is 10. i try to make it 50 but nothing happend?
You'll have to bake again after increasing the resolution
I've tried it but it seems there is no change
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
With 50 resolution and a laptop GPU the bake will likely take at least multiple minutes
but when i bake, it only like 1 minutes?
It could be faster than I expected, but we usually want visual confirmation in the bake time counter that it really did finish with no concerning errors or warnings appearing in the console
this is 50 lightmap resolution
there still no shadow
and this is mixed 10 lighmap resolution and have shadows
It seems to say that the bake took 1 second which makes no sense to me
There's some information in the console that's being cut off
In addition to warnings about more UV overlap
notice this
so the problem is in baked have 01
You should show the whole console window with all the warnings
I see
You really need to take care of all the UV overlaps
ok bro
You can use the visualization mode as instructed by the warning
i will learning this first
before asking again 
The notice about punctual light shadows isn't dangerous or very important, just means that realtime shadow resolution was reduced
Good luck! There's quite a lot to study with baked lightmapping
so only the yellow and red is problem right?
thanks
It depends
I think warnings about the GPU stopping the bake for whatever reason are/used to be grey/white, even if they were important
as an example
but in this specific case yes
can i fix it with blender? because all the asset i make in blender
i planning to reduce the faces
The easiest thing to do is to check "generate lightmap UVs" on the import settings of every mesh
But also in Blender you need to check that the meshes don't have unapplied scale transforms
where i check this? in unity or blender?
In Unity and Blender both you can see when selecting an object if it has non-uniform or big/small object scale
But you'll fix it in Blender by applying scale or enabling apply transforms on export
is this?
Yes
where the scale? i only see apply transforms
But it's also good to keep an eye out for each weird transform
It can lead to weird modeling behaviour in Blender
Scale is one of the transforms, in addition to position and rotation
This resets an object's origin points to 0 if position is also applied
you mean control A in blender right?
Yes
For that reason you may want to only apply scale on each object with ctrl+A, if you have multiple objects
this is right?
Yea
maybe I missed another object that I should scale
Worth checking all of them