#@Spazi I can give lightmaps a try again

1 messages · Page 1 of 1 (latest)

timber zinc
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If that's the case, your screenshots may have been misleading or showing another problem

sleek elk
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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.

timber zinc
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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

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It also seems like you're loading your world in in a modular way?

sleek elk
timber zinc
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Right, that's good

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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

sleek elk
timber zinc
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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

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I haven't looked into how APVs even do that, but from what I hear not well

sleek elk
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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.

timber zinc
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Brutal!

sleek elk
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Haha, yes indeed. Hopefully the make some improvements to it since they seem to envision it as the system to use for open worlds.

timber zinc
sleek elk
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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.

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By any chance, have you ever had the issue related to APVs that I posted about?

timber zinc
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No, can't recognize it

sleek elk
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Okay, thanks for checking!

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I really appreciate you taking your time to offer help!

timber zinc
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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

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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