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Question by CtrlZzzz · Aug 26, 2016 at 01:29 PM · lightingbaked light

Correct shadows in Real Time mode but Wrong shadows in baked GI mode

Hi Everyone,

I work on an ArchViz project within Unity 5 and i have a problem (i don't know if it is a bug or a bad GI setting) with baked GI mode. I've tried to resolve it by myself for days now, but i can't find a solution :

here is a picture In Real time precomputed mode : http://tof.canardpc.com/view/f496442d-afec-4979-b739-0e481a554f71.jpg

Shadows are good and accurate.

Here is the same view, but in Baked GI mode : http://tof.canardpc.com/view/77c56e46-2433-4f50-af5e-11b145b0c40b.jpg

Shadows on the central kitchen bloc are wrong. It seems that the engine is wrong when calculate the shadows at this location in the scene.

I have tried to

-Increase Scale in lightmap for 3d model with wrong shadows

-Checked "Important GI" parameter

-increase a lot of parameters for GI :

-Resolution up to 100

-Indirect reso up to 6

-Atlas size to 4096

-anti aliazing up to 16, Direct light quality to 128

-Increase resolution for reflection probes (1024)

-All the uv's are made by myself , with no overlaping , but i've tried the "generate lightmap uvs" on the kitchen bloc too

After all these tests (and a lot of calcul hours), i can't solve the problem :(

Can you help me ?

Best regards,

Amaury D

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