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Baked maps yield awful light leaks only on build. Editor shows no problem
We're getting awful light leaks on baked GI lighting at uv seams - but only when we build the application. In-editor, everything looks great. The attached screen shot shows the built application on the left (on Windows 8.1) and the same view in-editor on the right.
Any ideas...?
As far as I know that can happen with the Directional Specular mode. Those this persist in Directional only?
Unfortunately I can't really remember how I mastered this Problem last time.
What I rechecked was:
Lightmap UV's on every Object?
Give the Lightmap UV's more Space (Padding)
Try to change the Values in the Import Settings under Generate Lightmap UV. Specifically Pack $$anonymous$$argin, Area Error, Angle Error.
Try to provide your Custom Lightmap UV or with a really proper and wide spaced UV Layout and see if the problem persists.
Sorry that I can only point out some possible bad Settings. I just really can't remember what actually solved the issue at the end.
Hey there - thanks for the reply. GI is set to Directional mode (not specular). I was getting considerably worse artifacts with LOD's enabled where geometry seemed to be competing for the same uv space. That's no longer an issue, but I still get these light leaks. No idea why the editor shows everything as working, but the compiled game yields glitches. It's almost like the light maps are getting shifted in uv space on execution.
I'll try further expanding the amount of space the components receive in UV space, but I'd already upped the padding pretty strongly. Nothing to lose at this point, I guess.