#@Spazi I can give lightmaps a try again
1 messages · Page 1 of 1 (latest)
If that's the case, your screenshots may have been misleading or showing another problem
Sorry, maybe you are referring to the walls/floor in the one screenshot? You are right, in that specific case I did set those two mesh renderers to use lightmaps, just to check if the indirect lighting not reaching inside was due to the light probe usage in some way.
Thebrick floor in the GI debug view screenshot is green, which means it's receiving GI to lightmaps
But in another screenshot it's not visible at all, instead we see a black solid floor where I assume it should be
It could be more of a problem with overlapping meshes there
But maybe not the core issue
It also seems like you're loading your world in in a modular way?
Yes, but in this test I just moved a sample of the world into a dedicated scene and removed the modular loading. To make sure it wasn't a problem with baking multiple additive scenes (which is what I normally do).
Right, that's good
I still suggest starting from the veeery basics in a test scene and bringing your assets in progressively
So you can catch where the process goes wrong
Yeah, I think that's the best course of action. Thanks!
Baked lighting for modular scenes is a huge can of worms in pretty much any situation though
Not to mention that lightmaps, LPGs and APVs all have their separate respective cans
I haven't looked into how APVs even do that, but from what I hear not well
Yeah, not well is a fact! haha. There is no support for merging APV probes at runtime like there is for Light Probe Group Probes, so as far as I can tell, you either need to load all of your additive scenes and bake them all together, then use the APV built in streaming functionality (which is what I am testing right now), or bake multiple APVs separately for each modular "cell" of your game world, then switch which baking set is active as the player moves around the world.
Brutal!
Haha, yes indeed. Hopefully the make some improvements to it since they seem to envision it as the system to use for open worlds.
In case of lightmaps + LPGs there'd be PrefabLightmapping and the procedural lightmap techniques of Blades
Mesh renderers also have a Scale in Lightmap multiplier which may be useful, which I think Terrains should have too?
Yeah, terrains do have the Scale In Lightmap. I will definitely give them a try again. My initial results were showing that each LOD "set" in the LOD Group was getting vastly different lighting results, so I just assumed lightmaps still didn't work with LOD Groups.
But possibly it was due to a separate issue. It's very hard to find Unity 6 relevant information from Unity on how to do light baking for LOD Groups.
By any chance, have you ever had the issue related to APVs that I posted about?
No, can't recognize it
LOD lightmaps can be baked but I have no experience with that specifically, supposedly it's a thing the Progressive Lightmapper handles with no extra steps or expected issues so the docs gloss over the topic
Progressive Lightmapper is used for all baked GI since at least Unity 2021.3. iirc, across render pipelines, so you don't have to worry about those when looking for relevant information