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Question by l33tbmb · Aug 25, 2017 at 04:49 AM · lightinglightmaplightmapping

Baked lightmap darker than nearby objects

I've been having a difficult time describing the issue. I have a scene with mixed lighting, this area features a static lightmap bridge over static terrain. The bridge is built from several separate mesh parts placed beside each other. One of the parts is baking darker than the others, however if I rotate the bridge slightly it pops to the same value as the other segments (without re-baking lightmaps).

Bridge lighting issue when rotated

Any idea what's happening and how to make the entire bridge a uniform value across? I don't really care if it's all light or all dark, as long as it doesn't look as jarring as the image.

bridgelightingissue.jpg (94.5 kB)
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avatar image FortisVenaliter · Aug 25, 2017 at 03:50 PM 0
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Weird... well, basic troubleshooting: all meshes are generating valid lightmap UVs, and all are lightmap-static, correct?

avatar image l33tbmb FortisVenaliter · Aug 25, 2017 at 08:01 PM 0
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I triple checked and yes, the bridge segments are all lightmap static and Unity is generating lightmap UVs for each piece. I also have the bridge working in a different map without incident.

avatar image l33tbmb l33tbmb · Aug 25, 2017 at 08:24 PM 0
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I'm not sure it's the lightmap itself at this point, the bridge is fairly small in the generated texture, but I can't see any significant difference in value between these two segments. I've also tried having Unity generate its own Normals for the mesh without change in the result. Bridge segments in baked lightmap

Is it possible to have Unity sample a different point for lighting information, similar to the "info_lighting" entity from Source Engine for having a model sample lighting from that location rather than its origin to correct irregularly dark/bright static objects?

bridgesegments.png (32.2 kB)
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Answer by l33tbmb · Aug 25, 2017 at 09:05 PM

Thank you for your assistance @FortisVenaliter it looks like the issue was related to a reflection probe the mesh was automatically assigning when within a certain position.

That single mesh object was automatically assigning a reflection probe which was generated by the AQUAS water surface nearby. The other objects were not picking up the probe. I found the comparable parameter to "info_light" (called Anchor Override) and was able to get the bridge segments to match by setting it so all mesh pieces pick up the reflection probe (or vice versa). I'm not sure why only that one component picked up this probe automatically and the others ignored it. Automatically assigned reflection probe alt text


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fixedbridge.jpg (52.1 kB)
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