#Unity6 WebGl Project -Light Baking Artefacts

1 messages · Page 1 of 1 (latest)

fathom marsh
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Artefacts when baking lights

i am getting those weird and frizzy artefacts in a lot of spots (marked red)- while it seems to work fine in other spots- when baking the lights.

Currently there is only one directional light in the scene which is set to baked.

I added a couple of screenshots that i think might be useful to unravel it in the best case.

Already did a lot of research on the internet, read the documentation and tried to get help with ai- but it did not really help unfortunately.

Sorry to bother you - hope someone can help on the topic

Thanks for any efforts in advance

fathom marsh
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Unity6 WebGl Project -Light Baking Artefacts

prisma hemlock
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I ran into a simiar problem recently with Unity 6 and couldn’t solve it, does anyone know how to bake smooth light maps without such artifacts?

rotund frost
# fathom marsh Artefacts when baking lights i am getting those weird and frizzy artefacts in a...

https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
c.15 invalid texel artifacts
https://docs.unity3d.com/Manual/GIVis.html
Texel Validity view can be used to diagnose the issue, but only after baking the scene in the current editor session
Basically light rays hitting mesh backfaces during baking will invalidate the texel and use the nearest valid texel for its color
The point of it is to avoid unnecessary shadows where meshes intersect, but non-manifold meshes like your trees can cause them even when no clipping is occurring

rotund frost
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Or make your own post here demonstrating it

fathom marsh
dreamy flower