#Okay I kinda just unwrapped and scaled

1 messages · Page 1 of 1 (latest)

deft pawn
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Lightmap UVs are not at all concerned with your base texture UVs

light grotto
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ah

deft pawn
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They're an entirely different UV set, which you under normal circumstances do not need to worry at all beyond letting Unity handle it

light grotto
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Ah okay well in that case I dont think Ive done anything for that. i for some reason thought it wouldve been because it has affected it. But yeah its pretty much just these artifacts and wrong shading

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I thought it was fireflies, because these artifacts were alot smaller but now it looks like the filtering artifact on the unity site

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im gonna try just completely modelling a new wall no textures and see how that goes

deft pawn
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Not necessary yet
Ensure the meshes have lightmap UV generation enabled

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There you can see the lightmap itself without texturing, as well as UV overlap and texel validity

light grotto
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theres baked lightmap

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uv overlap

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and texel validity

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generate lightmap uvs are on

deft pawn
# light grotto theres baked lightmap

This mostly looks like color leak from a nearby UV region
You can further examine it by looking at the baked lightmaps themselves via lighting tab > baked lightmaps

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Do you also happen to have Realtime Global Illumination enabled in lighting settings, as that was cropped out? We would not want to be troubleshooting that system at the same time

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Texel validity view should be showing green and potentially red, but not grey and black
Grey and black in GI visualization view means no data to show

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It's unlikely to be the problem but it's weird

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Current guess is it might be lack of sufficient padding, but that doesn't seem to be a solid theory since anything above 2 pixels should be plenty enough

light grotto
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Thats on 1024, I also tried to decrease "scale in lightmap" on these walls as it said "object size in lightmap has reached max atlas size" to see if that would fix anything but there wasnt any change at all

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of course on the site it said about using different filtering options and that they put the samples up to 2k. Cant really do that because it says itll take days to do.

deft pawn
# light grotto

The islands are so far apart that rules out the problems with padding

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I'd guess those areas have to be catching rays from somewhere they shouldn't, or that it really is an extreme case of filtering or denoising artefacts

light grotto
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Ehhh it seems to be visible everywhere that is just a plain white wall or something