#how to properly bake lightmaps in unity if on a low end pc (rtx 3050 laptop 4gb vram)

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viral summit
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i wasted so many hours baking earlier with generate lightmap uvs off in import setting of models
now that i have figured that out i am greeted by this slow baking that looks blurry
i am tempted to switch to ue5 and lumen but it runs crap on my laptop and also i dont understand c++ or blueprints

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This is what i am working with right now. it looks ugly from earlier bake and i am waiting for it to finish

normal frost
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There's nothing really wrong with these settings, except maybe that

  • max bounces are high (default is 2) which can make the bake take a long time
  • Resolution is high, though 40 is appropriate for your scene it can take a long time (also Min Lightmap Resolution in each mesh's import settings should be as low as your bake Resolution, or you get seams)
  • Compression on Low only makes the lightmaps look rougher, it won't help with bake times as the setting is for saving texture memory at runtime
  • If your objects don't have normal maps, baking Directional lightmaps is an unnecessary cost
  • I'd bake without Ambient Occlusion first when testing
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Mostly this looks like a samples or denoise issues, but not something I've really seen before

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Samples are fine as defaults but, if your GPU is weak, it might not support OptiX denoising properly

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And it really seems to be if this kind of scene takes more than 20 seconds to bake