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Baked lighting with real time just don't look right

Discussion in 'Global Illumination' started by iamthwee, Mar 7, 2016.

  1. iamthwee

    iamthwee

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    Howdy guys, I'm not entirely sure what I'm doing but I've struggled to get my baked lighting and real time looking like they're part of the same scene.

    I'm not sure what the process or course of actions are. Basically, I bake all the statics items, and on the dynamic objects for example a door that opens, I put it inside a light probe and maybe reflection probe.

    But whatever I do, it just doesn't look right, it doesn't look like it belongs in the same scene. I add more light probes, change the box size, tinker with the reflection probe, even though there are no reflective surfaces.

    I tried baking the lightmap onto the dynamic object, but it really looks odd (obviously as the door wasn't intended to move.)

    Any tips or tricks, I'm looking at some of the unreal archviz style games like alison road and it looks like some of their models are baked but the doors open and close and look very much part of the same scene.

    I'm pretty clueless, I can provide screenshots etc.
     
  2. AcidArrow

    AcidArrow

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    A screen showing the problem would help yes, since the solution is a per case thing.

    Also, might be important, you are on Deferred Linear, right?
     
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  3. iamthwee

    iamthwee

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    No do I need to be, all I've noticed is when I switch to deferred on mac the AA looks terrible. I will post a screenshot tomorrow. Thanks
     
  4. AcidArrow

    AcidArrow

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    MSAA doesn't work with Deferred, so there's that :)
     
  5. iamthwee

    iamthwee

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    Thanks bro you sound like you know what you're doing...Yeah no MSAA that's a big problem and I'm on a mac mini so my graphics hardware is very limited (just so you know), OK until tomorrow when I can get to my machine and I can post a screenshot inside the editor of where the reflection and light probe is this is the issue, or do you need the entire project with scene?

    http://forum.unity3d.com/threads/baking-texture-on-animations-from-blender.389354/#post-2537506

    Obviously I tried baking the light map onto the door and this worked, except it looked terrible when the door animated open and closed.
     
  6. AcidArrow

    AcidArrow

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    Light probes on the door, you could also use an AO map for that door and everything else static/baked..
     
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  7. iamthwee

    iamthwee

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    Yeah I put light probes on the door and it did look better but different from the other doors, the same shadows weren't baked onto it, it stood out like a sore thumb.

    Can you explain the AO map in detail, do you mean just bake the AO map onto the door instead of all lighting? If so, how do you do this?

    Also in your game 'echo' your baked scenes look great, are you using final gather, do you have some magic settings you could share when baking?
     
    Last edited: Mar 7, 2016
  8. AcidArrow

    AcidArrow

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    You bake the AO in some other software (blender will do). With short range typically.

    Lost Echo is a Unity 4 game, so it's baked in Beast. So... :/
     
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  9. iamthwee

    iamthwee

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    Yeah dang beast.., I'll have to experiment with how easy it is to set up similar lighting condition to bake the AO in blender and do you recommend baking in cycles or blender internal?
     
  10. AcidArrow

    AcidArrow

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    It doesn't matter much actually, AO is a pretty straight forward effect, any renderer will do.

    The whole concept is to introduce a bit of corner shadows on that door, since the lighting it gets from lightprobes doesn't get occluded by anything, so corner might look weird. Don't over do it, because then the door might start looking dirty/moldy.
     
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  11. iamthwee

    iamthwee

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    Thanks, how exactly does it work, do you have two uv sets, one for the AO and one for the textures? Do do you baked the texture on top of the AO so it is just one texture uvmap. Sorry, but clueless about this thing. Thanks for the help.
     
  12. AcidArrow

    AcidArrow

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    I typically have 1 UV set for all textures (AO included) and one for lightmapping.

    You can't easily use a different set anyway. The Occlusion slot in the Standard shader uses the same UVs (and tiling/offset settings) as the rest of the textures.
     
  13. iamthwee

    iamthwee

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    Yes I just saw this:

    http://forum.unity3d.com/threads/im...garding-mesh-uv-channels.370746/#post-2402221

    It just seems like a lot of this information needs to be found with trial and error, it took ages to realize 'generate lightmap uvs' solved a lot of the black artifacts issues, but it is buried away under a different tab.

    So I can understand why people are getting frustrated with baking.

    Thanks for the clarifications I'll be back tomorrow and post my results. I'm hoping I don't have to properly uv unwrap my door in blender and smart project uv's will work to bake out the AO map. That's why I loved the unity generate lightmap uv options, it just seemed to work.