Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by syscrusher · Oct 02, 2015 at 05:25 AM · lightinglightmapbaked light

Baked lighting disappears and/or is very distorted on 5.2

Hello, all

I'm very new to Unity, coming to it from another game engine, and I'm having all kinds of problems with baked lighting, even in extremely simple test scenes.

If I set up a scene with the default skybox and a spotlight or point source, and all lighting set to Realtime, everything is great. The moment I try to use baked lighting for any light source, things go to hell. The baking process appears to work normally. It runs for several minutes, and the instant it finishes, one of two things happens:

  1. All the baked lights vanish, and the scene becomes very dark, or

  2. The surfaces in the scene -- even those where the materials have no textures applied -- are all covered with dark smudges or speckles.

I have found that the severity of the problem seems to correlate to the scaling of the objects. The assets I am importing were created with Imperial units, and so I have to apply a scaling factor of 0.0254 on the import.

All of the assets I'm testing have correct UV mapping. I was originally testing with a pro-grade asset purchased from Turbosquid, and when that became problematic I made a simple object myself in Blender with very flat surfaces and simple UV maps. My object, being scaled at less of an extreme, renders better than the purchased one, but still pretty badly.

The only thing that always renders correctly are basic objects I created within Unity, such as cubes and planes.

I'm running Unity 5.2 but had this problem in 5.1 as well. Here is a subset of what I have tried so far to resolve the problem:

  1. I've read the lighting section of the Unity manual end-to-end to see if I was missing something obvious.

  2. Scoured the forums and the Internet at large to see what others have done about it...most of the following items are the results of that search. A lot of people seem to have encountered similar problems, but so far I haven't found that one of their solutions worked for me.

  3. Made sure all my objects have UV maps.

  4. Turned "on" shadows for my light sources, since one post indicated that turning off shadows would also result in no lightmaps being generated.

  5. Tried various settings for the size of lightmap atlases, up to 4096.

  6. Turned off automatic bake and re-baked manually.

  7. Created an empty test project with nothing in it but one of my asset objects and a plane with a collider so I have a place to stand, and all lighting set to default parameters except turning on baking.

I have seen the wonderful results other people get with Unity, so I have to believe this is my fault and not a software bug -- but I'm at wit's end after fighting this for almost a week.

Can anyone suggest something I haven't tried yet? Thanks!

Update 1: I think may have solved this, but after seeing what worked and then reviewing that in the documentation, I don't understand why it worked. On a whim, and lacking any better idea, I added a Light Probe Group to the test scene, and was astounded to see that the lighting immediately started working exactly as it should! When I read the documentation it seems to say that light probes have nothing to do with static objects, but rather are a way to interpolate an approximate lightmap for moving objects in realtime. Yet, here I have added light probes to a totally static scene (other than the player), and it makes an amazing difference. What am I missing here?

Update 2: I was wrong. It's fixed in my test scene but not my real project. I still cannot figure out what's wrong, even after several more hours of trying different things.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by syscrusher · Oct 13, 2015 at 05:19 AM

Solved by a combination of changes:

  1. I had both baked and precomputed GI modes active at once. That turns out to have been an unfortunate choice for performance and VRAM usage. When I switched to only precomputed realtime, things got a lot better all around.

  2. I increased the atlas size for the lightmap UVs.

  3. I reimported my meshes from 3DS Max with "generate lightmap UV" enabled. I had thought -- apparently mistakenly -- that leaving this off would cause lightmaps to use the embedded UVs from the model.

  4. I switched my lightmaps from nondirectional to directional, which improved visual quality.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

30 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Baked GI Light Bleeding 0 Answers

Baked/Mixed light problem - turns off when baked 1 Answer

Problem with Light mapping - Enlighten 0 Answers

Getting strange artifacts(?) when baking lightmaps. 1 Answer

When the light source of Light Directional Light stands in realtime, the walls look like this, after baking with such settings as below, the lightning turns out so Could you please tell me how to fix it? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges