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Question by BranthonyG · Jul 19, 2015 at 06:57 PM · lightinglightglitchmapping

Horrible glitch/black spots with Lightmapping in Unity 5

This is my first post to the Unity community. I have a simple scene that I began working on in Unity 4. The lightmapping back then worked flawlessly, but since upgrading to Unity 5, I can't get a single usable bake. I've tried increasing and decreasing the padding and resolution in Baked GI, all three directional modes, AO and no AO, final gather and not, etc.

I've attached two pictures; both are from the same bake, just in different areas of the scene. One shows extreme black blotches which is what I am seeing in 75% of my scene. The other image is a low quality version of what the other 75% should be looking like. These walls don't have many vertices, they are simple two-triangle repeating planes. I made this model in Blender and imported it as an .obj, then generated the UV map in Unity. Again, this worked in Unity 4 but is failing in Unity 5.

Any help would be greatly appreciated.

good.png (447.1 kB)
bad1.png (490.6 kB)
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avatar image meat5000 ♦ · Jul 19, 2015 at 11:21 AM 1
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Go back and generate the UVs in Blender.

avatar image angralon · Apr 23, 2016 at 04:39 PM 0
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Have you had any success with this?

I'm currently having the same problem with Unity 5.3.4

avatar image cfloutier · Apr 27, 2016 at 07:19 AM 0
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I've got the same ugly artefacts on my scenes.

It's urgent to do something Unity Team. please

avatar image meat5000 ♦ cfloutier · Apr 27, 2016 at 07:26 AM 0
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This will not get spotted by the Unity $$anonymous$$m. Nor would it really prompt them to fix it if they did see it. Submit a bug report!

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Answer by gabosgab · Oct 26, 2016 at 05:46 AM

You need to goto the object and click the checkbox "Generate UV's" It'll go away. :)

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avatar image Alexander-Mirdzveli · Nov 02, 2016 at 02:34 PM 0
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Worked for me! Thank you!

avatar image mbrindic · Jul 23, 2017 at 09:21 AM 0
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Worked for me too, thanks man!

avatar image SoftFactory · Jul 26, 2017 at 03:14 PM 0
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Problem is, when you have a Huge object, generating UV's will crash your object...

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Answer by angralon · Oct 26, 2016 at 03:54 PM

I once had a blender model where i purpusely used overlapping UVs and experienced the same light baking problems. It makes sense that using such UV maps with light baking will mess things up, since one pixel of the light map covers more than one point of the model (how should this be handled?).

I never tried it, but i think the right way to do this would be to use two different UV maps. One for the texture and one for baked light. Found this thread about it:

https://docs.unity3d.com/460/Documentation/Manual/LightmappingUV.html

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Answer by Meltdown · Jul 23, 2015 at 09:35 PM

This seems to be a bug, as discussed on this thread... http://forum.unity3d.com/threads/lightmap-artifacts-dark-spots-in-unity-5.307532/

I would suggest logging a bug with Unity, with a small repro project attached and post your case number on that thread, and let @Kuba know about it.

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Answer by cfloutier · Jun 22, 2016 at 12:48 PM

I've got an answer from the unity group. For far objects wa need to adjust the parameter pushoff of Baked GI (inside new Lighting parameters)

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Answer by Firedan1176 · Jul 29, 2016 at 07:58 PM

The best solution I found is to make sure your UV maps are mapped optimally/properly. In many cases, 3D applications like Blender and Cinema 4D will automatically try mapping, which causes overlapping polys on the UV map.

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