#are the lightmap UVs somehow not aligned

1 messages · Page 1 of 1 (latest)

blazing iris
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Can you show the scene window lightmap debug view for UVs

heavy hound
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this one?

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i really appreciate the help btw

blazing iris
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UV overlap also

heavy hound
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uv overlap shows nothing

blazing iris
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Texel validity?

heavy hound
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there's a bit of jank, mostly just in a spot where i forgot to delete an overlapping face

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doesn't really correlate to the lightmap bugs visually

blazing iris
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Not significant enough to explain the weirdness anyway

heavy hound
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shadowmask seems fine

blazing iris
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Light overlap?

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That seems like an excessive number of overlapping lights

heavy hound
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i do probably have too many lights here, could that be part of it?

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i'm gonna try with as simple a scene as possible n go from there

blazing iris
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Shadowmask will bug out if more than 4 light ranges are overlapping

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Even if the surfaces they illuminate would not overlap

heavy hound
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just using a cube imported from hammer with one light there's still that face offset

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so definitely a hammer issue

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UV chart is normal

blazing iris
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In Unity's import settings I mean

heavy hound
blazing iris
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I guess that points to that there's really something off with the meshes as they are imported

heavy hound
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that's what it looks like, i am also getting similar artifacts on a unity-created cube too

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i'll try messing around in hammer maybe?

blazing iris
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Huh, if unity's default cube is also affected that would rule out the custom meshes as the cause

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But confirm that by baking a scene that has only unity's default meshes

heavy hound
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i'll try that in a sec, but same thing for a cube made in blender too

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it seems like it's generating good maps, then just offsetting the faces

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lemme try doing this in a fresh scene actually

blazing iris
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Restart the editor while at it

heavy hound
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dude, fresh scene and it's perfect

heavy hound
heavy hound
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i couldn't tell you at all what the issue was but it just simply works now

blazing iris
heavy hound
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lol yeah, i gotta remember that