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Seamless lightmap bake on large surface?
I've got a bit of a problem with the way unity does lightmap baking. I tried making a test scene with 4 different planes just to figure out how it works.
- Plane01 is just a normal polygon.
- Plane02 is 4 polygons.
- Plane03 is 4 polygons separated inside the mesh, they aren't attached to each other.
- Plane04 is 4 polygons where each polygon has been detached as a new separate object.
All the planes except Plane04 has the same scale in the lightmapper, because of the way it automatically unwraps imported assets. Which I find a bit weird, Plane03 should in my mind work the same as Plane04, since nothing is attached to each other.
But okay, I now know that it doesn't, but if I use Plane04 and proceed to bake a lightmap, I get pretty obvious seams.:
I have quite a few large surfaces, and if I don't find a proper solution, the only fix I can think of is manually editing the finished light maps once baked.
Any possible work around to this problem?
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