#White lines when baking lightmaps
1 messages · Page 1 of 1 (latest)
Oh and, by the way, it isnt the island margins being too small. I've tried increasing it 10 fold and nothing happens to it.
It may be due to low lightmap resolution which lets light from "outside" bleed in. Is this a solid mesh or many meshes/cubes all put together?
Check out this unity doc page on this topic:
https://docs.unity3d.com/6000.0/Documentation/Manual/ProgressiveLightmapper-UVOverlap.html
its mostly one big object for the map but this only seems to be happening on my pillars which are, in fact, a seperate object. anyway, i switched the packing method to unity and changed the padding on that and increased the quality and it helped but theres still bleeding. I dont want to increase the quality that much either because it takes foreverrrr
These meshes that have this issue are marked as static right? This issue can also arrise from light probes that are placed badly resulting in "outside" light being usable inside.
yes. also i dont have any light probes in my scene. also this is the part its happening at (although it seems to be occuring all throughout this dark area):
and here it is in unity (with high packing padding and using unitys packer, not the default one):
(the orange glow is the selection in unity and is not part of the issue lol)
bump
- What's the "default packer"?
- How / with settings are you generating the lightmap UVs
- What kind of light baking settings do you have
- How do the lightmaps atlases look around this mesh? The mesh renderer component has a field that should directly takes you to them
- XAtlas
2 and 3: The first two images
4: Idk what you mean by that but the 3rd image is a pic of the baked lightmap
These packer and padding settings are for packing meshes relative to each other on the lightmap atlas
Your leaking is happening within the mesh
Enable lightmap UV generation for that mesh, with Minimum Lightmap Resolution that matches the Resolution you bake with
i have lightmap uv generation active for the blend file both meshes came from
The issue anyhow is that the mesh lightmap UVs don't have enough padding relative to its size on your lightmap atlas
This could occur if the Max Lightmap Size is too low for what the mesh actually requires with that Resolution relative to its size
what should the solution be. I could alter my uv gen settings
Could also occur if the mesh Size in Lightmap is too large, or the mesh is scaled / inheriting scales from somewhere that messes up the lightmap size / padding calculation
idk what any of these do
If you bake at Resolution 40 (lighting settings), the Min Lightmap Resolution is 40, Min Object Scale is 1 (model import settings), the mesh and its Size in Lightmap are unscaled (mesh renderer properties), and the Max Lightmap Size is large enough to fit the mesh (lighting settings), only then is it guaranteed that the mesh has the exact Padding defined
Here the Min Object Scale of 500 is the thing that's screwing up this equation
Or one of the things, if you've got more of these variables wrong
so just change the min object scale to 1 and see what happens
thats what im doing rn
just waiting for it to bake 🙏
ooooh
ok
now theres only seams when i like look around and its just around the edges of the object
they arent in the texture fully anymore!!!
but now theres a new issue
theres still some seams
they just arent like
consistent
ill record a vid wait
oooh
nevermind
removing gen mipmaps fixed it
just marked this as solved