#Black spots in baked lights - Unity URP

1 messages · Page 1 of 1 (latest)

lament zenith
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Hey guys! I’ve been losing my mind since last night: basically, no matter how intense I crank up the lights, or how much I tweak the Light Probe Volume settings, the Reflection Probe Volume, or the Post Processing volume, these black spots always show up in the bake, even though the meshes are set up correctly.

I’ve already talked it through with the 3D modeler and one of my lighting artists, and it’s probably the floor meshes — which feels strange to me, since we use the exact same floors in other baked scenes and we’ve never had issues like this.

Thanks a lot for the help! ❤️

gilded falcon
sage tree
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Overlapping uvs and accessable backfaces cause issues like this.
I forget if URP has the option to correct backface light interaction but having unity generate lightmap uvs is easy

lament zenith
sage tree
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the warning mentions overlapping uvs so what gives?
Anyway just enable lightmap uv generation on the meshes with problems in the import options and rebake light

lament zenith
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yeah, that has fixed the ground tiles, thanks! i'm having some troublewith the door, and I'm running some tests with different lightmap resolutions for the door

gilded falcon
lament zenith
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i actually had a black cube to "mask" the empty door frame, since the door size did not perfectly align with the door frame. I've removed but it still doesn't work