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
4
Question by Fabutan · Dec 21, 2012 at 09:44 PM · lightmappingatlaslod

Make LOD Group Meshes Use same Lightmap

Is there a setting, or a workflow that I can use to force all LOD meshes in a group to use the same space in my Lightmap Atlas.

I find that LOD0 will Bake very well, but despite having the same resolution and tile settings, LOD1 and higher all get a very grainy pixelated look. Is there a way to force all meshes in an LOD group to use the same lightmap Texture space.

The only way I have been able to do this so far is to set only LOD0 to lightmap static, bake the map, then turn on lightmap static on the other LOD meshes, then copy the atlas settings(Index, tiling etc.) from LOD0 onto the rest. This does work, but it takes a long time to set up, and needs to be redone every time I bake my maps. Is there something I am missing? It really seems that there should be an option for all meshes in an LOD group to use the same atlas space. And if not, is there a way to increase the quality on lightmaps baked to LOD1 and higher?

UPDATE: I have found some notes in the forum on Surface Transfer Settings.

The only documentation on it says: Surface Transfer ( element) SurfaceTransferSettings are used to allow for transferring the lighting from LOD0 (the level of detail that is shown when the camera is close to an object) to LOD's with lower fidelity. Keep the settings at their defaults.

Can anyone explain or point me to more in depth information as this seems to be exactly what I am looking for. The current settings in my Beast XML file are as follows:

 <frontRange>0.0</frontRange>
 <frontBias>0.0</frontBias>
 <backRange>2.0</backRange>
 <backBias>-1.0</backBias>
 <selectionMode>Normal</selectionMode>
  

However I have no idea what any of these settings do. Please help shed some light on this if you can.

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 SebSquires · Mar 20, 2017 at 01:09 AM 0
Share

Did you ever work this out? I cant find how to make all the meshes use the same space on a lightmap

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Fabutan · Mar 20, 2017 at 12:43 PM

Hey sorry can't say that I did, however this was back in unity 4 using beast, I haven't bothered trying to solve this in unity 5's enlighten yet either.

Comment
Add comment · Show 1 · 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 SebSquires · Mar 21, 2017 at 03:50 PM 0
Share

I still cant work it out, its a nightmare, please let me knwo if you do

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

11 People are following this question.

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

Related Questions

Asset Server and Lightmapping causing unnecessary server updates 0 Answers

Lightmapping static LOD objects pops up 0 Answers

Is there a way to set a max lod for a specific texture in Unity? 0 Answers

Light Mapping glitch on beast bake - big black splotches 0 Answers

Scene Lighting prefabs and dynamic loading 1 Answer


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