#Lightmap seams

1 messages · Page 1 of 1 (latest)

fiery shell
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[Unity 6 - URP] Getting seams, despite having grid perfect modular walls/floors (All set to static with Auto UVs). I can get better results if I ramp up lightmap resolution from 50 - 200 but then it takes several minutes (this is just a tiny room). Any ideas on how to improve this?

tacit ginkgo
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A higher lightmap padding usually helps with those seems

craggy cypress
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If padding is sufficient, you'd consider whether you want to combine the meshes together to eliminate geometry and UV seams and to use seam stitching, or disable filtering and denoising and compensate with more samples instead, or to use APVs instead of lightmaps

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Multiplying lightmap resolution by 4 multiplies lightmap file sizes by 8 (for every additional lightmap too, like Directional maps)

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Assuming you aren't hitting the Max Lightmap Size in the process
Which isn't the max size of the whole atlas, but causes a split into another atlas when filled

fiery shell
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Weird, upping the padding from 2 to 6 made no difference. My meshes are using seam stitching. Disabling the filtering makes everything super splotchy and to make up for that I need super high quality values that result in 25min bakes. I wonder if the best option is to just weld everything in 3D and import all the walls as one asset but it seems wild to me that Unity can't handle lightbaking modular walls. In previous Unity versions (pre 6) I swear this wasn't the case. I've worked on many unity projects before unless my memory is very distorted (very possible)

craggy cypress
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I think this has always been a limitation, but it's heavily relative to how many gaps you have, and if you have texturing or details covering up the artifacts

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Even with no gaps or seams at all, low contrast lighting conditions baked on purely smooth surfaces will always reveal the worst of lightmap filtering

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APVs are another way to skip this issue, but they're a different workflow

fiery shell
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Yeah I do need to look into APV, just means setting up a new project (or is it possible to convert URP to HDRP?)

craggy cypress
fiery shell
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Oh wow, I presumed APV was HDRP only. Yeah will investigate that.

strange fractal
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I've been struggling with this for ages – even with denoising disabled, you can still get really weird discontinuities

I baked this with 32,768 indirect samples (!!) and no filtering, and you can still clearly see where two different renderers are touching.

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it's not an issue just at the seam: the values are simply wrong, everywhere!

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Bakery is handling this situation a little better