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Question by karl_ · Nov 18, 2010 at 04:10 AM · lightingmodelmayaseams

How to avoid lighting seams with connecting geometry?

I'm working on creating a tileable set of hallways with Maya, and on import to Unity I find that the seams are very apparent when snapping pieces together. How can I force the lighting to work with two different pieces of geometry?

An example of what I'm talking about; the line is where the two pieces meet:

oops

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Answer by Loius · Nov 18, 2010 at 06:24 AM

Use a mesh-combiner utility to merge the tiles into a single mesh at runtime. When your merges start getting too big (vertices > 65000), use props to hide the problem (crates, doorframes, etc.), and start a new section of merging.

I think the default mesh-combiner in Unity is called CombineChildren and is in Standard Assets, but there is at least one more available in the forums.

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avatar image karl_ · Nov 18, 2010 at 03:11 PM 0
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Right on. Is there some restriction with Unity basic that only allows a limited number of lights on a single mesh? I've noticed that I only get 4 lights to show up in my hall.

avatar image Loius · Nov 18, 2010 at 07:45 PM 0
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That's right. I'm not sure what the number is, but it's for performance reasons. You should be able to bake on as many lights as you like, though.

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