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Question by Unitator · Sep 01, 2011 at 09:29 PM · lightmappingbeastemissive

Lightmapping a closed indoor area?

Hello,

I've been doing my first steps with Beast,

first I've quickly modeled a Cornell-Box using Blender, with the front side removed,

and a flat cube with a self-illuminated diffuse shader above as the light source,

everything went right more or less as you can see in this screenshot:

screenshot

Then I tried to make a room, so I closed the Cornell-Box, filling the front side,

I hit the Bake button again, and suddenly, there's been no lighting calculated, just a dark-gray Lightmap,

but this is just in the case of the emissive flat box,

it works well with a Directional, Point or Spotlight.

So, my question is, is there a way to use somehow the emissive box light inside of a Cube, Room,

or any closed area in general?

Thanks in advance. :)

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avatar image Talimar · Sep 02, 2011 at 12:00 AM 0
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What screenshot?

avatar image Talimar · Sep 02, 2011 at 12:06 AM 0
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avatar image Waz · Sep 02, 2011 at 12:49 PM 1
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That screenshot is not "working" at all - it's completely lit by the "sky", not the ceiling self-illum - see the tops of the boxes.

avatar image Zorcian · Sep 02, 2011 at 02:11 PM 0
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avatar image Zorcian · Sep 02, 2011 at 02:11 PM 0
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Unity works with realistic lighting so if you have an enclosed area then u need to have a way to let the light In either by directional or point light on the inside (with low intensity) or external sorce with a transparent roof and/or "hole in roof". Hope that helps

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Answer by Unitator · Sep 03, 2011 at 07:18 AM

Ok problem solved,

the box with the Self-Illum shader was a standard Unity Cube, so I deleted that and added a new one in Blender,

now it's part of the cornell-box mesh with generated Lightmap UVs and marked as "Static".

alt text

A bit rough around the edges but it "works" this time. :)

So thank you very much for your help Warwick Allison.

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avatar image Waz · Sep 03, 2011 at 07:51 AM 0
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Not marking the Cube static would have been the problem (would have been completely ignored by the Lightmapper).

avatar image Unitator · Sep 03, 2011 at 08:03 AM 0
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Yes I tried that before but it didn't work.

avatar image CoderChild · Oct 15, 2014 at 03:10 PM 0
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Hi, I did a similar test!, and I was getting a grey lightmap until I setup Sky light Intensity to 1.0.

Does anyone know why do we need to set Sky Light Intensity to 1? It's supposed the light comes from a quad in the ceil with emissive properties (at least in my case) not from the sky, isn't it?

Thanks, $$anonymous$$.

[EDIT] Ok I got the same results, before and after closing the room.

As Wax pointed out, sky light should not illu$$anonymous$$ate the room. Just to clarify, the scene has no lights, just a quad with an emissive material. Emission is set to 10.

unity - radiosity-room.unity - cubit - pc, mac & linux standalone.png (119.5 kB)
unity - radiosity-room.png (156.6 kB)
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Answer by Waz · Sep 02, 2011 at 10:37 PM

Did you increase the Emission (Lightmapper) property of the self-illum material? If you got grey, the light probably just isn't strong enough.

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avatar image Unitator · Sep 03, 2011 at 06:56 AM 0
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Yes I used 7 first. Then I tried 20, 50, 100 and up...

But it is still gray.

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