#ok so its not doing the room first so i
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If the problem room is a seprate mesh it'd be best to bake it in the blank scene for this reason also
The lightmap in the window looks normal, but that suggests we're not looking at the actual problem part
true
does anything else get affected from indirect light
like any bakes components?
reflection probe?
I don't think components to be affected differently by bounce lighting vs direct lighting, except maybe in the case of too low samples or when Importance Sampling is disabled
Have you tried baking with different light sources?
If there's something wrong with the lamps or the lights in them that would rule it out
For this reason the troubleshoot scene shouldn't even include those in the first step, only lights and geometry that are confirmed to work + your room mesh
i thought the same
im testing with and without the lights
it's not happening in the new scene, or with the lights. I suspect it may be the sun
@leaden idol
Process of elimination delivers important clues! Now you can see if replacing the default sun with the original causes the issue
@leaden idol i think i figured it out
its caused by the stars in the night time skybox
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I see, so that would suggests that it's a "fireflies" issue
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/#post-8467172
The Importance Sampling setting I mentioned is supposed to be able to fix it, but I recall you had it enabled already
i fixed it by just using a color for lighting