#This is what it looks like when adding a

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royal abyss
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Different probably because the mixed light can utilize the smoothness and normal maps

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But the noise is still there underneath

unborn breach
royal abyss
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It's also possible that the noise appears more clearly because the color is darker after multiplying with the base color

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This doesn't seem to point out to any issue with editor versions

unborn breach
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Yeah I think so too. But no matter what settings I use, I cant seem to get rid of the noise. I tried everything I could think of

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I also tried creating my own lightmap UVs but that didnt change anything

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Just in general changing the settings does not seem to change anything about the noise

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It just remains the same

royal abyss
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You definitely should be seeing more noise if you disable filtering or denoising

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Lightmap compression will introdue some on its own, though

unborn breach
unborn breach
royal abyss
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Not reassuring if your lighting settings seem to be ignored

unborn breach
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But it seems to be doing that in the other test projects that I made as well.

royal abyss
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Making them bad on purpose is usually an easy way to find out

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But once you're sure the problem is nowhere else, you still have the option to denoise the lightmap textures manually in an external program

unborn breach
royal abyss
unborn breach
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So the first image is what it looks like with no filtering and only 1 area light and 1 reflection probe in the scene. The second image is with the exact same set up, except now with filtering turned on on the highest possible setting.

royal abyss
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Don't much like seeing that absolutely nothing changed

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But it could just be Optix not working
Maybe you already tried OpenImageDenoise but it should be the next option

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This test seems to prove that you aren't getting any filtering or denoising, for whatever reason

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If drivers are out of date, GPU systems like those can silently fail

unborn breach
unborn breach
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And I updated my driver yesterday because of this issue haha, so I cant imagine that be the issue here

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This is with all sampels set to 1

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So looks identical to the higher sample count

graceful swallow
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it looks identical which might be the problem, are you sure your maps are actually getting rebaked?

unborn breach
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Or should I approach that differently??

graceful swallow
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yes, I would do exactly that

unborn breach
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Just tried doing that and unfortunately, I am still getting the same result D:

graceful swallow
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your settings look fine, very strange

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it doesn't look like a lightmap compression issue

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I guess that leaves the shader

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maybe you have a material input with a grain AO map, otherwise I have no idea ๐Ÿ™‚

royal abyss
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Grainy AO map or one of the other maps is a good point of concern

unborn breach
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Removing my ao map in the shader gets rid of the graininess, but in my texturing software (or with mixed lighting in Unity), it's not grainy at all?

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I am a bit confused how that can be causing the issue. Do you know why?

royal abyss
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That should produce a messed up result, or at least change something

unborn breach
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And then rebaking

royal abyss
unborn breach
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That does work, so at least we can confirm the lighting settings work haha

royal abyss
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Good to finally know that xD

unborn breach
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Hahaha yes

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Im very confused about my AO map being the cause of this though. Im used to working with Unreal Engine and in there Ive used those maps with no issues

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@royal abyss @graceful swallow Thank you very much for all the help! I think I should be able to figure it out from here and get a much better baking result haha.

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Do you guys have any tips on how to keep the normal detaisl when baking the lighting?

graceful swallow
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the normal map and shading generally becomes more noticable with a reflection probe that's representative of the room or when you add a realtime light

unborn breach
royal abyss
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Directional lightmaps do preserve normals
But they are rather faint, and add relatively much more lightmap size and processing

graceful swallow
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you can add some relatively small objects with a very bright HDR value that are set "reflection probe static" during baking of the reflection probes and disable then during gameplay. and ensure your reflection probes have HDR enabled. can give some decent results.

unborn breach
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I now have a nice bake with my normals clearly visible. However I am struggling with one more thing. I keep getting errors on some of my meshes about overlapping UVs in the lightmap. I've tried to play around with the settings and created my own lightmap UVs in the 2nd UV channel (which I double-checked in Blender to make sure there were no overlapping shells), but still I get these errors. Does anyone know why that is happening?

graceful swallow