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Question by gregroberts · Dec 08, 2016 at 05:15 AM · lightmaplightmappingbakedlightingbaked light

How can we make Baked GI Lightmapping efficient in Unity5?

We've created some relatively simple scenes, less than 1M polygons, 1k GameObjects... and the Baked Lightmapping in Unity, on a high performance quad-core Intel i7 with nVidia 1080 GPU, still takes more than 3 hours to bake...

Generally, the end results of these baked lightmapping renders are unusable... they display large random blotches of black, or massively pixellated areas.

Is there either: a) a cloud service or b) optimization tips, or c) optimized "Lighting" settings

to either generate high quality lightmaps and/or fast preview results within minutes instead of hours?

ANY directions will be handsomely rewarded! Thank you!

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avatar image chrisb1976 · Dec 09, 2016 at 02:27 PM 0
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Hard to say what the issue could be without some more details. $$anonymous$$aybe post some screenshots?

Could be the unwraps, lighting settings, etc.

avatar image Polymo · Dec 09, 2016 at 03:53 PM 1
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The most contributing factor for what i found out in terms of speed, is the resolution and cluster resolution in the lightmap parameters https://docs.unity3d.com/$$anonymous$$anual/LightmapParameters.html You should tweak them according to your details and level size

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