#"generate UV lightmap" ticked

1 messages · Page 1 of 1 (latest)

agile ether
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What do you think looks weird now?
The bright spot on the ceiling?

languid cosmos
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i mean its not just that

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tonnes of detail is gone

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as well as it looking almost completely different

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the problem of the lack of detail may be able to be fixed by increasing the resolution

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which im fine with

agile ether
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Yep

languid cosmos
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the biggest problem is that weird cutoff on those area lights

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they shouldn't be cutting off there

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and no its not cos theyre clipping into the mesh

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the mesh is axis-aligned and the lights arent rotated on more than one axis

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it was working before I baked it

agile ether
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do area lights in hdrp have a realtime mode?

languid cosmos
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yeah

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well

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yeah they do

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they are missing some other features but they have realtime, mixed and baked

languid cosmos
ornate parcel
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Realtime lights aren't supposed to "flicker"
Mixed lights have a realtime component so they share the same limitations and issues

languid cosmos
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i would get them when I had too many lights on screen at a time

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there is probably a more specific reason it was happening but i couldnt really figure it out

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i have tried cranking the maximum lights in the settings all the way up

ornate parcel
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The reason is "too many lights on screen at a time"
Switching to deferred rendering should remove the on screen light limits

languid cosmos
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oh true

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that would be a really drastic change to the entire video project though

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wait

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i think i can do it on a per scene basis

languid cosmos
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there are a number of ray traced effects enabled

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thats probably very important to note

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though when I turn off the effects i think the squares dont go away

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idk ill have to clear the baked lghting to check

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the shadows are flickering too but i would imagine that is meant to happen

ornate parcel
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Well, to best of my knowledge the "squares" are a side effect of forward rendering due to how its lights are limited by virtual "screen tiles"

languid cosmos
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setting the individual camera custom frame settings to deferred doesn't get rid of the squares

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ill check that right now

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happens in game view too

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it has happened in other scenes in this project too

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let me go and turn off all the ray tracing to see if it stops happening

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oh yes actually

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i wasnt expecting that

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completely unrelated to ray tracing i suppose

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none of my post processing volumes are causing it

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heres some of the current hdrp quality settings in case any of these may be causing it