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Precomputed Realtime GI artifacts
So, I'm trying to bake pre-computed GI and I'm using a generated editable terrain tool ("Voxel Land" is the name of it) and the terrain mesh consists of two parts, Top and Bottom and each have different chunks and so on. But, when I'm baking the GI data I get this really ugly seam where the Top and Bottom part meet (the visible seam is from the Top and Bottom part meeting). So, I looked up these meshes by exporting them and both face and vertex normals are pointing correctly and the vertex normal where the Top and Bottom vertex meet is also pointing at the same exact place, so it looks good on that front. Despite that, I get this weird seam when baking the GI. So, any idea why this occurs? Does the GI break if the mesh isn't combined?
Drawing objects with directionality for real-time GI.
Normal rendering.