#White lines when baking lightmaps

1 messages · Page 1 of 1 (latest)

timid timber
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As you can see, there are weird white lines in my lightmap causing this effect to go on in, what is supposed to be, a completely dark room. Here it is with and without filtering on the lightmap texture

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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.

quaint flower
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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?

timid timber
quaint flower
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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.

timid timber
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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)

timid timber
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bump

unkempt fulcrum
timid timber
unkempt fulcrum
timid timber
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i have lightmap uv generation active for the blend file both meshes came from

unkempt fulcrum
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The issue anyhow is that the mesh lightmap UVs don't have enough padding relative to its size on your lightmap atlas

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This could occur if the Max Lightmap Size is too low for what the mesh actually requires with that Resolution relative to its size

timid timber
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what should the solution be. I could alter my uv gen settings

unkempt fulcrum
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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

timid timber
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idk what any of these do

unkempt fulcrum
# timid timber

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

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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

timid timber
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so just change the min object scale to 1 and see what happens

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thats what im doing rn

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just waiting for it to bake 🙏

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ooooh

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ok

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now theres only seams when i like look around and its just around the edges of the object

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they arent in the texture fully anymore!!!

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but now theres a new issue

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theres still some seams

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they just arent like

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consistent

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ill record a vid wait

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oooh

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nevermind

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removing gen mipmaps fixed it

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just marked this as solved