#Okay I kinda just unwrapped and scaled
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ah
They're an entirely different UV set, which you under normal circumstances do not need to worry at all beyond letting Unity handle it
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
I thought it was fireflies, because these artifacts were alot smaller but now it looks like the filtering artifact on the unity site
im gonna try just completely modelling a new wall no textures and see how that goes
Not necessary yet
Ensure the meshes have lightmap UV generation enabled
Then observe the scene through the debug views https://docs.unity3d.com/Manual/GIVis.html
There you can see the lightmap itself without texturing, as well as UV overlap and texel validity
theres baked lightmap
uv overlap
and texel validity
generate lightmap uvs are on
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
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
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
It's unlikely to be the problem but it's weird
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
no thats off
yeah I went up to 8 at some point, ill bring up a preview of the lightmap on the wall there
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
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.
The islands are so far apart that rules out the problems with padding
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
Ehhh it seems to be visible everywhere that is just a plain white wall or something