#And baking lights on this setting took

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minor zinc
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FFS!

First - Way to high Resolution for Terrain!
You have 3GB of Lightmaps, thats horrible ๐Ÿ˜„

Can you show me how the lightmap looks in the Editor Debug VIew?

karmic horizon
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๐Ÿ‘€

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And how did you calculate 3GB of resolution?

minor zinc
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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?

minor zinc
karmic horizon
karmic horizon
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No it doesn't look like it

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But the massive pixels must mean UV unwrapping problem

minor zinc
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Yep. Thats why i ask.

karmic horizon
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Anyway I can fix this in Unity? Or I have to take this to blender?

minor zinc
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If you klick on the Mesh in the MeshFilter of your merged Terrain, is this linked to the a mesh in the project folder?

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Like here?

karmic horizon
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No clicking doesn't point to any mesh

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Double clicking it opens its details

minor zinc
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Hmm.
How does the Lightmap look like, if you click the stones there and open the lightmap?

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You can open the preview t here and have a look on it

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Im away for a while now.

What i would suggest is:

  1. For the first bakes, reduce the resolution from 60 to something like 5. (speeds up bake time)
  2. Test your lightmap on just your merged stones (disable the rest of the scene)
  3. Check if the Lightmap UVs are correct (i dont think so)
  4. 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.
  5. 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 ๐Ÿ˜„

karmic horizon
minor zinc
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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

karmic horizon
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They actually aren't ๐Ÿ‘€

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It actually looks like a good UV

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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?

alpine trail
karmic horizon
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None so I guess URP

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Know this please, I didn't make this project. I'm actually just joining

alpine trail
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None would mean built-in render pipeline

karmic horizon
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So I'm checking most of the things as you guys ask

karmic horizon
alpine trail
# minor zinc

Did you check UV overlap and texel validity using these debug views

karmic horizon
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Uh, nope. I don't know what that is

alpine trail
karmic horizon
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Uh yes UV overlap

alpine trail
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Kinda bad but way less worse than I expected
What about texel validity

karmic horizon
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You don't wanna see

alpine trail
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That explains the blocky artefacts we see

karmic horizon
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The awkward lights?

alpine trail
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Yes

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The red parts are surfaces that are exposed to geometry backfaces, which leads to light ray termination during baking

karmic horizon
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Meaning the faces are facing the wrong direction?

alpine trail
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That, or maybe more likely they are facing faces that are facing in the wrong direction to be specific

karmic horizon
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Yes that's exactly what it looks like

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Thanks so much man/miss/bro/sis

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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.

alpine trail
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You may have multiple rocks overlapping there

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For example if some nonmerged rocks remain after merging

karmic horizon
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No, there aren't any other rocks.

alpine trail
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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

karmic horizon
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Yeah so might as well use the objects with good UVs, this method is looking like a hassle for the value it's providing

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Thanks alot! Really helped

alpine trail
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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