#Baking lights with 0 lights in the scene set to baked
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Indirect lighting, I'd assume. Maybe non directional lights? Maybe emissive objects? Maybe something else.
Does it not say in the progress bar? There might also be some info in the editor logs.
I believe every lightmap texel of a each lightmapped mesh will be casting ray samples when baking
Every punctual light component might do that as well, but that'd be more like a secondary effect
When the ray ultimately misses any object, it'll be lit by the sky / ambient light at the corresponding angle
So sky occlusion would always be calculated, as it isn't a light source but a fallback value
If your objects are in total darkness and don't need to be lightmapped, you can set them to not receive GI from lightmaps
If they're so far from any lit lightmapped surfaces that they can't even occlude ambient light, they don't have to be GI static at all