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 /
avatar image
0
Question by siddharth3322 · Mar 13, 2019 at 04:08 PM · lighting3dbakingdirectional lightlighting bug

Light Baking Issue

Before I have real-time lighting because of the performance issue, I decided to do light baking for my 3d game. So I have mark 3d environment as static because it remains on screen always without movement.

Also changed direction light mode to Mixed because I have few moving game objects too. But after the baking process gets completed, I got this kind of output:

alt text

In above, you can see in the above image what happened with my environment after baking. In the above image, I have also included light settings if you need it.

after-light-baking.png (333.5 kB)
Comment
Add comment · Show 3
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
avatar image highpockets · Mar 13, 2019 at 05:14 PM 1
Share

Ya, I’ve had mixed results with lightmaps in unity. I personally create a second UV $$anonymous$$ap on my models in blender and I bake the lighting in blender. I manually edit the light map itself to suit my needs and then I import it to unity. I got better results with one 1024x1024 lightmap from blender vs four or five 1024x1024 lightmaps in unity.

avatar image siddharth3322 highpockets · Mar 13, 2019 at 05:30 PM 0
Share

So within designing software, you are doing light baking and then imported 3d models into Unity? Also, I was using 3DS $$anonymous$$ax for designing models, can it able to do light baking too?

avatar image highpockets siddharth3322 · Mar 13, 2019 at 10:32 PM 1
Share

Yes exactly. I just put the whole scene in blender. I make the lighting the exact same if there will be any real-time lighting or the use of light probes in unity and I bake the lighting onto a texture which is layered on top of the original texture via a 2nd UV $$anonymous$$ap. I then import the model and textures. To apply the manually made lightmap, you can do so with the material’s shader by just adding an additional texture property in the shader or you can add it to the unity’s lightmapping system through a script. I’m sure you can bake lighting to a texture with 3DS $$anonymous$$ax as it is a pretty standard feature for a 3D modelling tool to have I’m sure there are tutorials on how to do so with $$anonymous$$ax.

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by siddharth3322 · Mar 15, 2019 at 08:55 AM

You have to enable lightmap UVs in your 3d imported model file. alt text

I got this reply from one forum member so exact wording, I am posting here: alt text


generate-lightmap-uvs.png (64.2 kB)
forum-member-reply.png (66.7 kB)
Comment
Add comment · Show 4 · 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
avatar image highpockets · Mar 15, 2019 at 03:29 PM 0
Share

Yes that is what you should do if you bake lightmaps in unity, otherwise it will use your existing UV map and if that is already being used for your texture and you have multiple faces using the same part of the texture, you may get strange shadows and light where it shouldn’t be, etc. but I have had mixed results regardless if I choose to generate lightmaps and the lightmaps are unnecessarily large in unity in comparison to what you can do in 3D modelling software. I got 5 times better results with blender

avatar image siddharth3322 highpockets · Mar 15, 2019 at 03:36 PM 0
Share

Before I have AP$$anonymous$$ size of 23mb with the whole game, but after light baking only 2 environments/scene, it's reached at 69mb. Still, 3rd environment remaining to bake.

What do you suggest this? Directly I import models with shadows from 3Ds max?

avatar image highpockets siddharth3322 · Mar 15, 2019 at 04:30 PM 1
Share

Up to you, just saying that if you want to get the size down with the same or possibly better results, you can make a second UV map in your modelling program of choice. Then you can bake the lighting onto a new texture. In my last scene in unity after a fairly standard to low quality bake, I had 4-5 textures of 1024 x 1024. I was able to get better results in blender with only 1 texture of 1024x1024. That’s huge savings.. So I just imported that texture and the model with its second set of UVs into unity. The results are great. I can’t speak for 3DS $$anonymous$$ax as I’ve never used it, but you can surely get good results from a bake with it. Just thought I’d share from my experience. If your game works fine and you’re happy with your build size, don’t worry about it. I just like optimizing

Show more comments

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

150 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 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 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 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 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

The wall turn completly dark when not facing light. 2 Answers

Low Poly Light Leak 1 Answer

Light Baking - Runtime Placed GameObject 0 Answers

Unity 5 Lighting Problems 1 Answer

What am i doing wrong with Lighting? 1 Answer


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