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Beast Lightmapping Issue
Hello,
I have a problem with lightmapping. I have a simplest box scene (on screenshot).
I created simple models, unwrapped them for UVs, applied color maps according to UVs, ticked the "Generate Lightmap UVs" option, i marked all objects as STATIC, applied self-illuminated material to the lamp and started baking process. It starts to calculate something in the right-bottom corner. It runs for few minutes and then the progress bar just disappears and nothing happens. No preview, no warnings, no errors etc.
What am i doing wrong?
Thank you for your help!
Best regards, Alexander
I've already sent zip archive with my test scene to Unity Support Team. No reply so far.
I've tried to disable GI, i've tried to lower the number of bounces etc. No luck.
I don't think the reason is as deep as the answers suggest. It's just a couple of boxes i try to bake lightmaps of. Very weird!
Anyway, none of the above suggestions worked for me. Nevertheless, thanks to all for trying to help! Very much appreciated!
$$anonymous$$ost likely you're doing everything right. It seems like a bug in Beast. I would really appreciate a bug report with your project attached, as this is the only way I can tackle the problem. Could you post the case number here once you send the bug?
I have the same issue with Unity 4.5.5. Progress bar disappears, no dialog or status indicator or note... nothing. But, when I try to play the game, it informs me "You have to cancel baking to enter play mode". I wonder how long the bake might take, or if it's even working...
Well, after waiting for I don't know how long, 20 $$anonymous$$utes? A progress bar came back up, and maybe 30 $$anonymous$$utes later I had lightmaps!
Answer by Romannn · Oct 18, 2010 at 09:59 AM
Look You must activate "use Lightmaps" If you are in The Lightmap editor you get in the Corner a small Box. Activate the "Use lightmaps" and you can see it. Look at my Picture!
Hi Romannn,
Thanks for your reply! Very much appreciated!
However, the "Use Lightmaps" option is not the issue. I have this option turned on. The problem is that i don't even get a preview picture. I get absolutely nothing. Actually, i'm ready to give up...
Thank you!
Best regards, $$anonymous$$
Ok...look...i make my Box in 3dmax and check the box in the Importsettings "Generate Lightmap USv" Try to make the Box in a other Programm not the Unity Cubes...!!!
Actually, i've tried all possible combination before asking bothering people in the Unity Community. I tried 3ds $$anonymous$$ax 2010, Blender 2.5, Cinema 4D 11.5, Unity 3 cubes... nothing worked. I'm sure this is all about my lack of knowledge, but i do everything according to the instructions like this: http://blogs.unity3d.com/2010/07/15/unity-3-feature-preview-beast-lightmapping/
I've read the user's guide attentively, no new useful info there.
And of course i turn "Generate Lightmap USv" option ON.
It would be veeeery useful for many people if someone could create a step-by-step video tutorial (using free Jing maybe) about Beast Lightmapping. From FBX/COLLADA import to the results.
Also, does anyone from Unity read the community?
How i do $$anonymous$$odeling and Exporting: http://www.screencast.com/t/HNDtvwov
How i do Importing and Lightmapping: http://www.screencast.com/t/fL2ZOvJ20Cge
Yeah i have seen the Video you can be Happy i Found the mistake...at the "Lightmapping" Option you must not go to Object...select at the Top BA$$anonymous$$$$anonymous$$...and the press in this window Bake...and it works...!!!
PS:
YOU have ot the top (Object Bake $$anonymous$$aps)....select Bake...!!!
Hi Romannn,
Thanks for the suggestion, however it didn't work either. I believe the CLEAR/BA$$anonymous$$E SELECTED/BA$$anonymous$$E buttons are the same for all three OBJECT/BA$$anonymous$$E/$$anonymous$$APS tabs.
Here is the latest video: http://www.screencast.com/t/ZjWqgag2g
Here is $$anonymous$$y Tutorial....http://www.youtube.com/watch?v=ITHxBQQ-ZjE
Answer by purpleduck · Oct 24, 2010 at 05:37 PM
Uhm. I've had a similar problem and I'm trying to remember what I did to fix it. From what I remember I did nothing particular - just the mesh self-illumanted light (I tried to do the same cornell box you're doing, with two cubes inside) wasn't strong enough. Try to:
- increase the intensity of the self illuminating shader you apply to the illuminating mesh.
- move the mesh closer to the cubes.
- go simple first and try to lightmap just a cube or a sphere (directly created in Unity) on a plane. With one single point or directional light powerful enough. If it bakes the object's shadow on the plane, then you know the engine is working.
Let me know how it goes.
It is also possible that there are bugs in the Unity engine, of course, related to your hardware maybe. Sayin' just in case nothing else works.
Hi Purpleduck,
Thanks for the suggestion, but it didn't work either. I've already tried everything i was thinking of. Different modeling programs, different sizes, different light sources, different meshes, different light source intensity, different hardware. I've googled the issue, but got no luck. The Unity Support simply ignores my requests. The only option i see is to write to Beast directly. Probably they'll be able to help me.
You need to send me the project folder so I can see if I can bake it! And we could also try viceversa, I'll send you a file and you'll just have to press "bake". Ok?
Use this useless email of $$anonymous$$e which I'll check only for that.
(there is no other way to P$$anonymous$$ here)
Please add a comment here when you send the project file/folder to that email address.
Ok?
Answer by NLSC-E-MS · Oct 28, 2010 at 01:51 PM
Hi Termin8, it seems you're not alone with this problem.
What you could try is;
-Try to bake all your scene while having everything closed on your OS except unity.
-I had better results on 64bit OS's. (Better memory allocation?)
-Make sure unnecessary (not needed to be baked) objects aren't static.
Other than that, disabling GI cuts the memory usage of the Beast by at least 400% and have worked fine for me. (bootleg solution I know...)
Here are a few links and topics that might help: http://forum.unity3d.com/threads/64070-Beast-not-creating-lightmaps-after-a-full-scene-bake?p=416791#post416791
http://answers.unity3d.com/questions/23871/beast-not-creating-lightmaps-after-a-full-scene-bake
http://forum.unity3d.com/threads/64713-Unity-3-Lightmapping-Baking-objects-separately
Hi PolishRenegade,
I've already been to those forum topics. Those were the first steps i tried to fix the issue.
Anyway, thank you for trying to help!
Answer by stash · Nov 12, 2010 at 10:39 PM
I've tried to find a solution for several hours ans it seems that emissive materials are Unity Pro feature.
According to http://unity3d.com/support/documentation/Components/class-LightMapping.html
The last sentence of second paragraph:
"Additionally Unity Pro brings you sky lights and emissive materials for even more interesting scene lighting."
Emissive $$anonymous$$aterials are no Unity Pro feature, ie they will work fine in realtime.
But they will not bake any lightmap light because lightemitting from surface is done through GI and GI is a Unity Pro feature.
Answer by mike 4.du · Dec 10, 2010 at 07:06 PM
In your video I see in the lower left that you have an error "ti" tho it appears to be partly covered by your video capture control panel. I also get this when trying to bake some models imported using fbx.
Here are some notes on my current progress with my lightmap baking issue: In trying to figure this issue out i've revert to a simple scene with a unity cube and plane and 1 point light all top level items in the heirarchy eg: not in a root node. So far this as worked. Then I pulled in 1 of my fbx based models (a car model w/single mesh). I was able to get this to work.. ok.. then I imported a more complex multi mesh module (building) and triggered the issue. In this case I had missed checking static on one of the meshes.. odd thing I ran into that i'm trying to recreate/verify is that is seemed like there was an issue with the static settings for the meshes. I think I had to save the scene closed then opened to get the static setting to visually be checked but not throw this "ti" error.
So with that I'm currently trying to apply the same steps to my work scene.. so far i've been abled to get it to start generating the maps and visually apply them.. but i still get this "ti" error and it then dumps my progress. So i'm going to revisit my simple scene testbed and see if i can verify some things.. I'll post back if I get something solid.
Also so far I have been abled to get a simple scene to bake with both unity pro and unity using the build in unity cube and plane.
unity 3.1.0f4
Update: use case: getting "ti" error when textures are exporting during bake and the bake then fails:
my work scene was in a non-standard location project folder -> scenes -> myworkscene.unity. When I relocated it to the default save location for a scene I can now bake without issue. eg: project folder->Assets->myworkscene.unity So far I can get this to consistently break then work by moving the location of the scene file. Also as a side note, I've been work in the "scenes" folder for sometime and have not had any issues when running/authoring until I started working with lightmapping
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