#Thread

1 messages · Page 1 of 1 (latest)

lunar jewel
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looks quite fine... interesting that you have this artifacts.
Any other of the debug views with big red surfaces caused by errors?

misty belfry
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interesting

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I'm in lightmap indices

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good room vs bad room

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in the console there's a few overlapping uvs, but none of them are related to this

lunar jewel
# misty belfry

thats ok, i guess it just shows every lightmap shell in a different color.

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do the walls have thickness or does some rooms share the same wall?

misty belfry
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the outer walls are just interior facing panes

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the interior walls have panes for both sides; they don't share panes

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I will be back, I need to run a quick errand

misty belfry
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@lunar jewelI have returned

lunar jewel
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maybe @shell tangle has an idea

misty belfry
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I am going through and seeing if fixing the unrelated stuff might also fix the other stuff

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that'd be a no

misty belfry
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alright then, explain this, hmm? No overlapping UVs, identical light and reflection probes, and no sign of any differences

lunar jewel
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😄

misty belfry
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I'm telling ya, the elitists of programming and softwares like these bother me.

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I've been tinkering with it

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I'm genuinely at a loss

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maybe I'll try moving the light source around the room

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just moving it a foot in a direction

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that did not fix it

shell tangle
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@misty belfry I'd triple check for UV overlaps
How did you confirm them earlier?

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Off the top of my head that's what they closest resemble

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Beyond that I'd try to rule out editor problems by restarting, patching the editor and deleting library (in that order*)

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After which or alternatively to I would try to reproduce the issue in a new test scene with the same meshes, then with different meshes and different lights side by side
If that doesn't reveal anything, I'd do that test in a newly generated project

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And as always check scene window UV overlap and texel invalidity views after baking

misty belfry