#are the lightmap UVs somehow not aligned
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UV overlap also
uv overlap shows nothing
Texel validity?
there's a bit of jank, mostly just in a spot where i forgot to delete an overlapping face
doesn't really correlate to the lightmap bugs visually
Not significant enough to explain the weirdness anyway
shadowmask seems fine
i do probably have too many lights here, could that be part of it?
i'm gonna try with as simple a scene as possible n go from there
Shadowmask will bug out if more than 4 light ranges are overlapping
Even if the surfaces they illuminate would not overlap
just using a cube imported from hammer with one light there's still that face offset
so definitely a hammer issue
UV chart is normal
Is lightmap UV generation enabled for all the meshes in the scene in Unity?
In Unity's import settings I mean
yeah
I guess that points to that there's really something off with the meshes as they are imported
that's what it looks like, i am also getting similar artifacts on a unity-created cube too
i'll try messing around in hammer maybe?
Huh, if unity's default cube is also affected that would rule out the custom meshes as the cause
But confirm that by baking a scene that has only unity's default meshes
i'll try that in a sec, but same thing for a cube made in blender too
it seems like it's generating good maps, then just offsetting the faces
lemme try doing this in a fresh scene actually
Restart the editor while at it
dude, fresh scene and it's perfect
exact same model import as this
i couldn't tell you at all what the issue was but it just simply works now
Many of my problems similarly get solved with "sanity checks" like that
lol yeah, i gotta remember that