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6/16 Bake Visibility very very long....

Discussion in 'Global Illumination' started by j-baeza, Jun 22, 2015.

  1. j-baeza

    j-baeza

    Joined:
    May 14, 2015
    Posts:
    26
    Hi All !
    Does anyone know what happens when unity comes to "6/16 bake visibility" process ? How to decrease the time spent by this step ? I have 3 lightmaps 2048x208 and the bake visiility process takes about 15minutes to complete.... Everything else is super fast....
     
  2. TheWarper

    TheWarper

    Joined:
    Nov 3, 2013
    Posts:
    112
    How many texels per unit are you using for Lighting->Baked GI->Baked Resolution?
     
  3. j-baeza

    j-baeza

    Joined:
    May 14, 2015
    Posts:
    26
  4. TheWarper

    TheWarper

    Joined:
    Nov 3, 2013
    Posts:
    112
    whoa, that's pretty high, haha. You can turn turn it down to 1-4 for quick prototyping in the editor. For your final build, just remember to turn it back up to 80.
     
  5. clevermango

    clevermango

    Joined:
    Jan 7, 2015
    Posts:
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    I would recommend baking on 0.01, or 0.001 so long as you have optimized UV shell layouts across all of the scene objects.
     
  6. EddieOffermann

    EddieOffermann

    Joined:
    Sep 13, 2015
    Posts:
    13
    And to wake the dead again (since people will continue to stumble across this thread) - exercising centralized control of scene lights during development can be crucial.

    We often put lots of lights in specific locations throughout a level that are meant to affect only things in their immediate vicinity (to create lighting effects from lamps, candles, torches, etc., or just to compensate for less-than-ideal global lighting on specific objects in a scene) but which aren't part of overall scene lighting. Tagging them, attaching a script, having a list of Lights in a central light control node, using the "Light Explorer" or any other approach to central management of lights, and being able to disable "effect" lighting along the way can make these little re-bakes MUCH faster. Save the long bakes for when you need final quality or kick them off overnight.

    It's also worth exploring the currently experimental "Progressive Lightmapper" which I don't think existed at the time of the original question.

    I hate wasting valuable development time twiddling my thumbs waiting for dozens (or even hundreds) of relatively insignificant lights to be accounted for if I can ignore them or deal with them at a better time.
     
    Last edited: Nov 9, 2017