Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by markfrancombe · May 27, 2012 at 04:40 PM · terrainlightinglightmap

Why is terrain so bright after lightmapping?

I can´t really elaborate on my subject... When I do a light map on the whole scene, my terrain object is extremely bright and over exposed. with buildings I just go in and find the offending texture and adjust the diffuse colour darker... (Whats the default for a diffuse colour anyway ; im using a bunch of different models from the Asset store and they all look totally different when combined in a scene, but look all look good in their own demo scenes.)

But my question is really, how can I work with he brightness of the terrain? Its a pretty long render to do a complete lightmap---

regards

Mark

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image voncarp · May 29, 2012 at 11:12 AM 0
Share

Have you tried adjusting the settings? Perhaps, if you rotate or change the intensity of your light in the inspector you might see a different result. You can also adjust some light map settings such as changing the $$anonymous$$ode to a single light map, lowering the quality, or lowering the resolution for a quick low performance sample.

3 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by MixPix · Dec 18, 2014 at 03:07 PM

Go to Edit>Render Settings and set your Ambient Light color to black (write down what you had, and reapply it after lightmapping) and you should be fine, otherwise it causes double exposure!

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MrSoad · Dec 18, 2014 at 03:09 PM 0
Share

Will you please stop bumping old (dead) posts with new answers, this had seen no activity in over two and a half years. It is from may 2012 :(

avatar image TTTTTa · Mar 04, 2015 at 12:02 AM 0
Share

I was having the same issue. This solution fixed my problem. Thanks.

avatar image
0

Answer by Wolfram · May 29, 2012 at 11:48 AM

Unity >=3.5.1:

"In Unity 3.4 realtime lights were not affecting static objects. In Unity 3.5 realtime lights always affect static and dynamic objects.

The result of this is that if you had previously setup your lighting to work around this bug, then you will now get worse performance as you will receive the lighting twice. It will also look different since your lights will be added twice to the scene.

The correct way to use these lights is to use a single auto directional light and remove the realtime only light.

If you wish to have different realtime lighting than static lighting, you should using light culling masks to affect only dynamic objects."

http://unity3d.com/unity/whats-new/unity-3.5.1

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by markfrancombe · May 29, 2012 at 02:38 PM

Im using Unity Free so no dynamic anything here... and no skylight from the lightmapper... so Im JUST lighting from a directional light (glad I got that right) and then the terrain is completely over-exposed... Am gonna investigate light culling masks, in case i can use that as a fix, thx for that hint..

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Fix light stroke in terrain 0 Answers

Terrain Baked and Realtime lighting 0 Answers

Lighting Banding Artifact 0 Answers

Light Maps, Progresive LightMapper, Lighitng, Baking... ¿? How to do it correctly? 0 Answers

Advanced runtime lighting calculation 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges