#Thread
1 messages · Page 1 of 1 (latest)
looks quite fine... interesting that you have this artifacts.
Any other of the debug views with big red surfaces caused by errors?
interesting
I'm in lightmap indices
good room vs bad room
in the console there's a few overlapping uvs, but none of them are related to this
thats ok, i guess it just shows every lightmap shell in a different color.
do the walls have thickness or does some rooms share the same wall?
the outer walls are just interior facing panes
the interior walls have panes for both sides; they don't share panes
I will be back, I need to run a quick errand
@lunar jewelI have returned
maybe @shell tangle has an idea
I am going through and seeing if fixing the unrelated stuff might also fix the other stuff
that'd be a no
you know what's funny is a few days ago, I was like "sometimes unity just does whatever it wants with no explanation" and everyone was so quick to jump on me about "user error"
alright then, explain this, hmm? No overlapping UVs, identical light and reflection probes, and no sign of any differences

😄
I'm telling ya, the elitists of programming and softwares like these bother me.
I've been tinkering with it
I'm genuinely at a loss
maybe I'll try moving the light source around the room
just moving it a foot in a direction
that did not fix it

@misty belfry I'd triple check for UV overlaps
How did you confirm them earlier?
Off the top of my head that's what they closest resemble
Beyond that I'd try to rule out editor problems by restarting, patching the editor and deleting library (in that order*)
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
And as always check scene window UV overlap and texel invalidity views after baking
checking the debug layers and the console