#not really sure whats most useful here
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Whats the last view?
The first is lightmap view right?
so yo usee, the lightmap is fine
Okay, so lightmap is fine.
I guess its something with your material (maybe)
i dont think its a material issue
i use the same material in many other places without issue
also, the artifact appears on other materials too
its almost certainly some kind of issue with the baked lighting
Do you have a selfmade shader?
no its using the built in lit hdrp shader
though the ground in that room is using a custom shader
theres stuff going on with the directionality in like the opposite pattern in which the artifact appears
i think
lemme try removing the stuff with custom shaders and see what happens
removing the objects with custom shaders didnt fix the issue
thats really interesting ๐
Its way to detailed to be a lightmapping issue.
Whats happening if you delete the Normals of the Material and Bake again?
yeah it seems like its gotta be some issue with it picking up light from a different direction somehow?
removing the normal map fixes it
Do you use a white realtime light somewhere?
no i dont
the directional light is the only thing that could possibly be it and removing it does nothing
Have you added a reflection probe to this part of the scene?
doesnt look like its reflecting the skybox though
and the pattern doesnt move depending on camera position like youd expect with a reflection issue
well thats a hard one, but possibly just an easy solution we have to find ๐
yeah this is quite possibly the strangest bug ive encountered with unity yet lmfao
i suppose i could try changing unity versions
Na, i dont think that helps
im just thinking maybe its a bug that got fixed in a more stable version or something
im not a hdrp pro, so i dont know what else it could be.
If you delete the normal map and its gone, im quite sure its something wrong with them.
But it also looks like there is a realtime light coming from somewhere ๐
i dont think the issue is with the normal map but rather somehow the lightmapper is getting the direction of the light fucked up somehow
thats the only thing that makes sense to me
Can you show the lightmapper settings?
you have to bake once before it knows it
If you click the small arrow beside the bake button and clear baked data, how does your walls look?
you have any red spots when activating the overlap feature?
But.. it cant be overlaps if it looks fine when you delete the normals..
wtf ๐
yeah nothing with the overlaps
Okay.. lets hope that @steep magnet has an idea. 
Im out of ideas ^^
@vocal bison Show your normal map and its import settings, the normal map should be of type normal map and have valid normal information in it
I would also try baking with directional mode: non-directional
normal map is pretty certainly not the issue, import settings are fine
its definitely a directional lighting issue becuase the issue isnt present when i bake without direcitonal lighting on
which means that something may be wrong with your normalmap.
If you like, send me the Albedo + Normal map, maybe i can reproduce your problem
i doubt its an an issue with the normal map because it works without issue on other surfaces but okay
https://forum.unity.com/threads/strange-lightmapping-artifacts.636184/ i found a forum post with a similar issue
I'm trying to bake indirect lighting for a scene, but i keep getting these awful artifacts on certain spots in my lightmaps. The most infuriating part...
it says its caused by NaN artifacts but this forum post is from 2019 and says the bug sohuld already be fixed
im running a 2023 verison...
i guess i could try udating unity
but the image they posted looks very similar to whats going on for me
for comparison
https://www.reddit.com/r/Unity3D/comments/14jz02s/shaded_view_has_artifacts_while_baked_lightmaps/ but heres a reddit post from a year ago with the same issue
im going to try updating unity versions
This thread suggests baking non-directional lightmaps, as I did earlier
changing unity versions fixes the issue
non directional lightmaps don't look as good because it means baked lighting data just does not get affected by the normal map
if my understanding of how it works is correct
i think it was just a bug with the version of unity i was using