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Question by mcglob · Aug 24, 2016 at 02:20 PM · lightmaplightmappingbaked light

Stains on custom Mesh when baking light?

Hi,

I have weird "stains" after baking the light on my custom meshes when they have a round shape: I've been trying about everything (in the lightbaking menu) but nothing seems to solve this problem (AO on and off, AO parameters, final gather yes/no, Atlas size, Directional mode)

I do generate lightmap UVs on import (I've tried all sort of settings there as well)

Am I missing something?

Cheers

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screen-shot-2016-08-24-at-144921.png (482.4 kB)
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avatar image mcglob · Aug 26, 2016 at 09:56 AM 0
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Update: I tried with all kind of UVs generated outside of Unity (and decent enough to enable seamless texturing in Unity) but I just cannot find a way to have the lightmapping work properly on this kind of meshes.

For now the only "fix" I found is to mark the object as lightmap static with a lightmap scale of 0. This way, they project shadows and AO on the plane but are not looking too bad (not really realistic either and ideally they would need to come with their own AO and shadows baked outside of Unity which is O$$anonymous$$ for AO but quite painful for shadows..)

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Answer by Martinez-Vargas · Oct 02, 2017 at 07:50 PM

Here the same problem, please if you know a solution let us know

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Answer by mcglob · Oct 02, 2017 at 09:29 PM

Hey,

Try to bring in your own custom UV maps and avoid generating lightmap UV automatically within Unity unless it's a massive building for instance. Also the atlas size has no influence on the baking res. The texel resolution does. In the end we mostly avoid AO baking in Unity as you end up spending your life baking. If you work on a lot of different platforms I would even suggest avoiding baking lights in Unity altogether but the alternatives can be painful as well. It all depends on your workflow and the complexity of the project I guess.

Let me know if that works!

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