#Light baking malfunction
1 messages · Page 1 of 1 (latest)
Your meshes don't have lightmap UV generation enabled and/or you have a lot of exposed backfaces that are invalidating light rays
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
c. 9 and 15
That was a life saver, thank you
One more question though, the walls are good but the ceiling, floor, and some of the sink are baking to grey instead of white. Would there be something to fix that?
The fix would depend on the cause so you'd have to investigate by looking at the scene window debug lightmap view, and the lightmaps themselves from the Lighting window
Typically that could be caused by wrong size on lightmap and/or light bleeding from adjacent areas
Some of your geometry is not well suited for light baking, like the ceiling very obviously
If the geometry has seams and discontinuities, it causes seams in the lightmap also and so discontinuity in the lighting
Or even totally incorrect lighting if there's an overwhelming amount of seams like I expect the ceiling has
Chapter 10 of the guide is about that
If your floor is made of individual parts as well, it seems likely that it also has lightmapping problems related to that
I don't see why the geometry would have discontinuities since it's just base unity planes.
I'll go back and check out chapter 10 though to see what I could mess with
The ceiling is a plane here? It seems to have some kind of frame covering it and each tile appears to have its own lightmap UV island here
That shouldn't be possible with just a plane
Oh no It was an actual object in that, but the model didnt work out cause the lighting kept messing up on it so I swapped to the normal plane, but now it's just baking to grey instead of actual light on it
Is it actually grey? You should take a screenshot of the scene window lightmap debug view