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Unity Lightmap Baking - horrible Results
Dear Communty,
as I need to optimize my game, I would like to Bake a lightmap. However the baking process get me horrible results, which I am not able to resolve myself
This is what my scene looks before the bake
https://i.imgur.com/zfrRoBK.png
This is how it looks after the bake
https://i.imgur.com/6cZyXQm.png
Here are my bake settings:
https://i.imgur.com/dlya6vh.png
Here is my directional light:
https://i.imgur.com/F66KWej.png
HereÄs the settings for the left stone
https://i.imgur.com/kv3PqRD.png
Right Stone:
https://i.imgur.com/CqHQ7cQ.png
Things to mention:
1) The trees are not lit at all 2) The right stone is black 3) The left stone is missing its Normal map and is blurry overall 4) The terrain color is much more "flat"
Has anyone any suggestions what I can do?
Thanks in advance!
Answer by Axemaster1234 · Oct 18, 2016 at 07:18 PM
my advice to you:
first off, uncheck auto, it will just overide your bakes and cause trouble. make sure all your objects you want to light are static. secondly, i work with soft shadows for a cleaner shadow distribution. third, switch your ambient source to colour and play with the colours. go to every object and check/uncheck cast & recieve shadows on/off for the shadows you want to see or don't want to see. remove direct light . in player settings, look for a setting that has GLES2.0 and remove it, GLES3.0 should bake your normal maps. atlas size, set it to 4068 (4k). finally, in lightmap static, increase the amount to the maximum.
if your models are missing UV maps, go to your modeling software, create uv map or uv unwraps and reimport them into unity.
and if all else fails, add a second light, do not check static, change the light and objects to a different layer and set the light to realtime and rebake with the light and objects hidden, once bake is finished, uhnide light and objects but make sure to set the culling mask to the needed layer and disable the layer in the cull mask for the other light
I'm accepting this answer as it is great - thank you for this.
Unfortunately I was not able to resolve my issue yet - so I stick with Realtime Lightning for now.
realtime lighting is good too, always use it as a last resort if all else fails
Answer by deraggi · Oct 18, 2016 at 07:15 PM
Yes, all objects in my scene are Lightmap Static. See the screenshots of the stones.
The Gameobject is marked static as well
Answer by Will_Dev · Oct 06, 2017 at 06:59 AM
Make the light source in the lightmapping setting your directional light
Your answer
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