Correct shadows in Real Time mode but Wrong shadows in baked GI mode
Hi Everyone,
I work on an ArchViz project within Unity 5 and i have a problem (i don't know if it is a bug or a bad GI setting) with baked GI mode. I've tried to resolve it by myself for days now, but i can't find a solution :
here is a picture In Real time precomputed mode : http://tof.canardpc.com/view/f496442d-afec-4979-b739-0e481a554f71.jpg
Shadows are good and accurate.
Here is the same view, but in Baked GI mode : http://tof.canardpc.com/view/77c56e46-2433-4f50-af5e-11b145b0c40b.jpg
Shadows on the central kitchen bloc are wrong. It seems that the engine is wrong when calculate the shadows at this location in the scene.
I have tried to
-Increase Scale in lightmap for 3d model with wrong shadows
-Checked "Important GI" parameter
-increase a lot of parameters for GI :
-Resolution up to 100
-Indirect reso up to 6
-Atlas size to 4096
-anti aliazing up to 16, Direct light quality to 128
-Increase resolution for reflection probes (1024)
-All the uv's are made by myself , with no overlaping , but i've tried the "generate lightmap uvs" on the kitchen bloc too
After all these tests (and a lot of calcul hours), i can't solve the problem :(
Can you help me ?
Best regards,
Amaury D
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