#Baked AO issue
1 messages · Page 1 of 1 (latest)
Can you provide a screenshot?
That likely is the issue
Baked lightmapping won't work right if lightmap UVs overlap
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
its kind of dark but I think you can see that there is no ao whatsoever, opposed to this object for example
you can really see AO here
I'd use scene window debug view for Baked Lightmap to confirm that the AO you see is from the lightmap
https://docs.unity3d.com/Manual/GIVis.html
It's feasible that the AO you see is from another source, like SSAO
this is the support beam vs the train railways in baked lightmap view
We see the AO on both on the lightmap here
That indicates that the shader of the railway is not using baked lighting
sorry what does that mean?
The meshes have a material which has a shader
The shader does not support lightmapping (or the material disables it, if the shader allows it to)
ah okay, so a possible solution is to try and change the material?
Yes, but you could show it first
I just noticed that I had the roughness map set to the AO of the material by mistake 🤦♂️
I will set it correctly and bake again
The bake is unlikely to have the issue because the AO looks fine in the scene debug view
Showing the material properties could give valuable insight
I'd expect it should look right just by removing the occlusion map from the slot
alright thank you
AO map and multiplier reduce the intensity of incoming ambient light, so in your case it looks to be all in shadow and only lit by direct realtime or mixed lighting
In the earlier image you can see the border between the railway and the platform next to it shows a notable difference in illumination