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Question by dom_cobb_22 · Jun 19, 2017 at 12:23 PM · unity 5lightingbaked light

Baked GI different brightness static

Hello, I have some problems with Baked GI. Objects in the scene looks with different brightness. All this objects is Static, and I use only Baked GI, and my light source is a few Point lights in Mixed light mode.

If I turn Indirect Intensity down to 0, this 'contrast transitions' seems to be disappear. But it is not what I need, because shadows too darken in this case.

Here is compare images and screen of my Lighting panel. alt text alt text

baked-gi-issue-01.jpg (281.0 kB)
baked-gi-issue-02.jpg (134.1 kB)
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avatar image dom_cobb_22 · Jun 19, 2017 at 12:34 PM 0
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$$anonymous$$y mesh has open faces. For example, this yellow wall is one side mesh (like a plane). And that metal part have not a cap at side near other metal part. Can this cause a problem?

avatar image dom_cobb_22 · Jun 21, 2017 at 07:04 AM 0
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I make full-closed mesh, and it seems more strange than before) Hey, biggest gamedev community ever, common. What the problem? alt text

baked-gi-issue-03.jpg (178.1 kB)

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Answer by filibis · Jun 21, 2017 at 07:53 AM

Try merging those walls and see if it helps. Also try using Progressive Lightmapper. Enlighten is quite troublesome with baked GI (at least for me).

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avatar image dom_cobb_22 · Jun 21, 2017 at 08:29 AM 0
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$$anonymous$$erging several objects to one mesh is not so good solution because its completly corrupt modular phylosophy. Also UVs will be overlapped, or we will need to make super big texture for such model.

Progressive Lightmapper is what I will attempt now, but I already receive a message: 'Shadowmask and Distance Shadowmask modes are not supported in this preview version of the Progressive Lightmapper.' It is mean that I cannot use baked and realtime shadows at one time.

avatar image dom_cobb_22 · Jun 21, 2017 at 09:22 AM 0
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Wow. Baking... [ETA: 10 hours]

avatar image dom_cobb_22 · Jun 21, 2017 at 11:26 AM 0
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Have played with Progressive Lightmapper. Yeah, it much better, I guess. This result take a 12 $$anonymous$$utes to render on my hardware.

$$anonymous$$ixed shadows are not supported, so I'll be waiting for more options. alt text alt text

baked-gi-issue-04.jpg (180.2 kB)
baked-gi-issue-05.jpg (102.5 kB)
avatar image dom_cobb_22 · Jun 24, 2017 at 08:40 PM 0
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Progressive Lightmapper. $$anonymous$$ixed light. Baked Indirect lighting mode. (all shadows should be realtime, indirect should be baked) No direct shadows from any direction =) only baked shadows from static and no shadows from non-static objects. It is one more bug with lighting in Unity 5.6.1

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