#And baking lights on this setting took
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FFS!
First - Way to high Resolution for Terrain!
You have 3GB of Lightmaps, thats horrible ๐
Can you show me how the lightmap looks in the Editor Debug VIew?
As you can see there, something is wrong with your Lightmap UV i think. You can see the MASSIVE pixels there.
Did the merging of your mesh create a new mesh in the project folder?
you have 1206 files of 1024x1024 pixels
๐ ๐ ๐ ๐ oh
Let me check
No it doesn't look like it
But the massive pixels must mean UV unwrapping problem
Yep. Thats why i ask.
Anyway I can fix this in Unity? Or I have to take this to blender?
If you klick on the Mesh in the MeshFilter of your merged Terrain, is this linked to the a mesh in the project folder?
Like here?
Hmm.
How does the Lightmap look like, if you click the stones there and open the lightmap?
You can open the preview t here and have a look on it
Im away for a while now.
What i would suggest is:
- For the first bakes, reduce the resolution from 60 to something like 5. (speeds up bake time)
- Test your lightmap on just your merged stones (disable the rest of the scene)
- Check if the Lightmap UVs are correct (i dont think so)
- You could fix this in unity, but it seams the merge didnt create a new mesh. So it may be possible, that you have to export this into blender and create a Lightmap UV for the stones.
- Or maybe your merge tool has a setting to create UVs on its own.
If you didnt get a good result in an hour, im back ๐
I'll try everything else โค๏ธโค๏ธ
You can open the preview there and check for possible issues (like overlapping uvs) I guess after your merge the UVs of your stones, the UVs are overlapping there
They actually aren't ๐
It actually looks like a good UV
I'm considering deleting the merged objects and using unmerged. Because the purpose of merging is to reduce Draw calls. And it's not even reducing it that much. The merged meshes are like huge cliffs, how much are they going to reduce, 10-15 draw calls?
Which render pipeline are you using?
None so I guess URP
Know this please, I didn't make this project. I'm actually just joining
None would mean built-in render pipeline
So I'm checking most of the things as you guys ask
Yes
Did you check UV overlap and texel validity using these debug views
Uh, nope. I don't know what that is
Can you see those options in the dropdown
Kinda bad but way less worse than I expected
What about texel validity
That explains the blocky artefacts we see
The awkward lights?
Yes
The red parts are surfaces that are exposed to geometry backfaces, which leads to light ray termination during baking
Meaning the faces are facing the wrong direction?
That, or maybe more likely they are facing faces that are facing in the wrong direction to be specific
Yes that's exactly what it looks like
Thanks so much man/miss/bro/sis
I think with all these issues, might as well use unmerged objects. Might as well use the unmerged objects. Merging is creating more problems then helping.
You may have multiple rocks overlapping there
For example if some nonmerged rocks remain after merging
No, there aren't any other rocks.
Anyhow I don't recall how exactly draw calls work in BiRP but if your cliffs are set as Batching Static then I'd assume they're merged into one draw call automatically anyway
Yeah so might as well use the objects with good UVs, this method is looking like a hassle for the value it's providing
Thanks alot! Really helped
As suggested earlier it's best to use a low resolution values when doing non-final bakes (but not low max resolution)
But when lowering resolution do check what the minimum lightmap resolution is as defined in mesh lightmap UV generation settings