#"generate UV lightmap" ticked
1 messages · Page 1 of 1 (latest)
i mean its not just that
tonnes of detail is gone
as well as it looking almost completely different
the problem of the lack of detail may be able to be fixed by increasing the resolution
which im fine with
Yep
the biggest problem is that weird cutoff on those area lights
they shouldn't be cutting off there
and no its not cos theyre clipping into the mesh
the mesh is axis-aligned and the lights arent rotated on more than one axis
it was working before I baked it
do area lights in hdrp have a realtime mode?
yeah
well
yeah they do
they are missing some other features but they have realtime, mixed and baked
the area light there on top is baked and the one on the bottom is mixed
Realtime lights aren't supposed to "flicker"
Mixed lights have a realtime component so they share the same limitations and issues
are these squares a bug then?
i would get them when I had too many lights on screen at a time
there is probably a more specific reason it was happening but i couldnt really figure it out
i have tried cranking the maximum lights in the settings all the way up
The reason is "too many lights on screen at a time"
Switching to deferred rendering should remove the on screen light limits
oh true
that would be a really drastic change to the entire video project though
wait
i think i can do it on a per scene basis
i think it was already deferred lighting...
there are a number of ray traced effects enabled
thats probably very important to note
though when I turn off the effects i think the squares dont go away
idk ill have to clear the baked lghting to check
the shadows are flickering too but i would imagine that is meant to happen
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"
setting the individual camera custom frame settings to deferred doesn't get rid of the squares
ill check that right now
yeah
happens in game view too
it has happened in other scenes in this project too
let me go and turn off all the ray tracing to see if it stops happening
oh yes actually
i wasnt expecting that
completely unrelated to ray tracing i suppose
none of my post processing volumes are causing it
heres some of the current hdrp quality settings in case any of these may be causing it