[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?
#Lightmap seams
1 messages · Page 1 of 1 (latest)
A higher lightmap padding usually helps with those seems
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
C. 10.2
The modular walls are the cause
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
Multiplying lightmap resolution by 4 multiplies lightmap file sizes by 8 (for every additional lightmap too, like Directional maps)
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
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)
If you get no padding related leaking (as expected with 2 pixel padding), more padding is redundant
Mesh stitching only works per-mesh
So if you can combine everything into greater meshes, and ideally merge geometry at seams so there's no need for stitching and no UV seams either, that'd be the best option overall
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
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
APVs are another way to skip this issue, but they're a different workflow
Yeah I do need to look into APV, just means setting up a new project (or is it possible to convert URP to HDRP?)
Unity 6 URP has APV, so no need for that (iirc you can convert to HDRP from URP but not back again without VCS, if that comes up for another reason)
Oh wow, I presumed APV was HDRP only. Yeah will investigate that.
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.
it's not an issue just at the seam: the values are simply wrong, everywhere!
Bakery is handling this situation a little better