#Weird effect on walls

1 messages · Page 1 of 1 (latest)

nimble haven
#

hi, do you guys know why this happens? the left side is black

ripe valley
#

what happens if you increase the lightmap quality, did you try clear the light maps and a rebake

nimble haven
#

but I'll try rebaking with higher resolution

ripe valley
#

are these walls even been baked makre sure to include them in your bake

#

you cna do that by marking your gameobjects as static

#

but i guess you know that

nimble haven
onyx mason
nimble haven
tall schooner
nimble haven
tall schooner
nimble haven
#

But that means its probably not the probuilder light maps the issue I think

tall schooner
nimble haven
tall schooner
#

You only mentioned changing size

#

So the warning is unlikely to be related

nimble haven
tall schooner
nimble haven
#

should I use an external tool such as blender?

tall schooner
nimble haven
tall schooner
nimble haven
#

I'll have to rebuild everything😭

tall schooner
nimble haven
# tall schooner Why?

because it will modify the prefab only right? and the actual prefabs in the scene won't be fixed?

nimble haven
tall schooner
nimble haven
tall schooner
#

You can convert a probuilder mesh into a "real" imported model asset managed by import settings
Or an imported model into probuilder's own ephemereal format managed by the tool

#

Both work for lightmapping, you just need to know which one you're working with

nimble haven
#

and I don't really wanna convert them to probuilder meshes, that sounds like a lot of work for nothing

tall schooner
#

They are managed by model import settings so no need for that

#

Double check that you're changing the correct mesh's model import settings, that you apply, and that you rebake
Then verify with UV overlap scene window debug view

nimble haven
tall schooner
#

It's possible there's other lightmapping issues besides UVs, but you want to make sure they're correct

tall schooner
nimble haven
nimble haven
tall schooner
# nimble haven it's indeed the right mesh model and here's the UV overlaps

The translucent walls which appear darker have not been lightmapped, possibly they've not been set to receive GI to lightmaps
You should take a screenshot of the same spot in contributors/receivers debug view
Red means UV overlap, and it can indicate missing lightmap UVs, but overlap can happen for other reasons too
Mainly that the mesh's "minimum lightmap resolution" in lightmap UV generation settings is larger than the resolution you're baking them with

nimble haven
#

I just set the min resolution to 20 and also to 20 in the scene baked lighting so that would work but it doesn't help

#

so the issue isn't this one but the fact they miss lightmap uvs as you said, but I did enable the generate lightmap uvs on the model import settings so I don't understand

#

oh no my bad, they weren't red lol, sorry I'm really dumb today

#

so if I refer to what you said, it's because they haven't been lightmapped but how to lightmap them? because I did it as you told me and it doesn't work

tall schooner
#

And also tick this

#

The above screenshot seems to indicate that the have not been included in the last bake
Maybe the bake didn't properly start/finish
But seeing the Baked Lightmap field may give some kind of clue

nimble haven
tall schooner
nimble haven
tall schooner
#

Since according to GI debug views those walls don't exist, it's hard to draw any kind of conclusion
On top of all that it looks like your lights could be clipping into the walls so can't tell if the lighting that isn't fully bugged out is correct either

#

At this point I'd go fully emprical and test what truly works and what does not
New scene with one wall, one floor, one default cube and one light

nimble haven
tall schooner
#

In a big scene there could be five different light baking problems, each of which obfuscates the others
And there's many steps to follow to do the bake right to begin with

nimble haven
nimble haven
tall schooner
#

So a test scene with no unknown or unpredictable variables is your best ally

tall schooner
# nimble haven could you tell me them please? I'll make a new scene right away when i'll be bac...

You should always double check from documentation (and tutorials won't hurt either), but off the top of my head

  1. Set meshes as contribute GI static, receive GI to lightmaps
  2. Enable lightmap UV generation on meshes or otherwise confirm they have valid lightmap UVs
  3. Set lights that should be baked to type Baked
  4. Enable Baked Global Illumination in Lighting Settings
  5. Bake
    Important to note:
  6. Not all meshes need lightmapping, small and complex meshes should receive GI from light probes, if they need to contribute to GI at all (Light probes are also very important, but practice lightmapping alone first)
  7. Meshes should not have exposed backfaces
  8. Lights should not be too close to geometry, and their ranges should be sufficiently high
  9. Don't enable Realtime Global Illumination, it's a different lightmapping system with a whole another set of quirks
  10. The simpler scenes you practice bakes with, the less time you spend waiting as well as hunting issues arising somewhere from the complexity