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How can I completley remove ambient occlusion between two static objects.
I have two simple cubes marked as static and static lightmap. I have disabled "Ambient Occlusion" in lighting settings for the scene. I do not have any post processing and no lights (only ambient environment lighting).
So scene is very simple - 2 cubes, 1 camera, only ambient lighting used.
When the cubes are near each other and I bake the lighting there is obvious ambient occlusion - darker spot near where the two meet.
I can turn on ambient occlusion and adjust the size/strength and it reacts as expected.
However, with ambient occlusion off there is still some left. Is this by nature, a bug, or something I am doing wrong?
Also, I have checked my NVidia settings to make sure it is not adding ambient occlusion behind the scenes.
according to https://forum.unity.com/threads/ambient-occlusion.518323/
Ambient Occlusion is a cheap approximation of GI so baking it on top of GI doesn't make sense from a realistic point of view.
turn off baked global illu$$anonymous$$ation to see if that removes the ao
Agreed. However I just want to turn it off completely. Shouldn't I be able to have some static objects with baked lighting and be able to leave ambient occlusion off on the whole scene? When I enable "Baked Global Illu$$anonymous$$ation" it then gives me the option to enable/disable "Ambient Occlusion". However with it off, it always seems to leave a little bit on. Same for you on your end? Turning GI off does remove the ambient occlusion but is not a solution for me. Thanks for taking the time to reply.
i dont have a lot of experience lightmapping, but i have done it a few times.
maybe whats happening is since you dont have any lights in your scene and have it set to shadow mask it is receiving/sending shadows between the two static objects, which is why its displaying a shadow. maybe it isnt ambient occlusion at all.
your case would fall under "Static receiver" and "static caster" where it is receiving a shadow map
Shadow cast and receive on both objects is off. I am thinking this might be a bug or is by design. I am running Unity 2018.1 for anyone's reference.
pretty sure what youre seeing is baked shadows and has nothign to do with the object casting shadows or not. maybe reduce the number of bounces or bake these objects away from eachother and then move them together after the bake
https://forum.unity.com/threads/progressive-lightmapper-direct-vs-indirect-samples.502719/
heres a resource that explains a bit further and could be the cause, the sample is carrying light info from the objects and applying it to the other. i wouldnt be surprised if you made one cube red and one cube blue, you see blue on the red and red on the blue or even a mixture of the two ins$$anonymous$$d of that dark ambient occlusion looking thing
I don't think is the case here. All shadows disabled. Lighting $$anonymous$$ode changed from "Shadowmask" to "Baked Indirect". Environment reflections set to off. Also spot is still black with bright white cubes. It really looks like ambient occlusion - compared to Unity lighting or post process stack.
im not sure of your use case, why would you want to bake lighting if you dont want the lighting data
I want the baked lighting data for everything else - for better performance and visual quality. I just do not want this effect to appear.
Here is an example in scene with lights and shadows. The smaller cube in the back is not static and appears as expected.
also, what youre seeing could just be because youre using progressive. progressive is meant as a quick preview to lighting
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