Search Unity

  1. Unity 2020.2 has been released.
    Dismiss Notice
  2. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

BakedGI problem

Discussion in 'Global Illumination' started by Pancar, Oct 16, 2018.

  1. Pancar

    Pancar

    Joined:
    Mar 11, 2013
    Posts:
    24
    Hi,
    Im trying to bake with only emissive lights,but my results are terrible.
    Is there anyone who can advise? Screen Shot 2018-10-16 at 13.17.02.jpg

    Screen Shot 2018-10-16 at 13.20.48.png Screen Shot 2018-10-16 at 13.24.43.png
     
  2. JenniferNordwall

    JenniferNordwall

    Unity Technologies

    Joined:
    Sep 19, 2016
    Posts:
    160
    Hi

    Can you provide images of your lightmaps with the UV overlay, and also describe what you want the end result to look like, and what you have tried so far to get it to work.

    Thanks
     
  3. Pancar

    Pancar

    Joined:
    Mar 11, 2013
    Posts:
    24

    At this point i just need healty lightmaps wiht my emissive lights
    I have tried large pack margin,hi lightmap resolution ,direct ,indirect values.
    My models uv1 sets overlapped is that a problem? uv2 sets generated from unity.

    Screen Shot 2018-10-16 at 20.37.46.png Screen Shot 2018-10-16 at 20.37.36.png Screen Shot 2018-10-16 at 20.37.29.png Screen Shot 2018-10-16 at 20.37.22.png Screen Shot 2018-10-16 at 20.37.11.png
     
  4. Pancar

    Pancar

    Joined:
    Mar 11, 2013
    Posts:
    24
    Here is my last settings and light sources.

    Screen Shot 2018-10-16 at 20.41.06.png Screen Shot 2018-10-16 at 20.39.43.png
     
  5. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    7,377
    There aren't enough indirect samples (500), bump that up a lot and try again.
     
    kristijonas_unity likes this.
  6. JenniferNordwall

    JenniferNordwall

    Unity Technologies

    Joined:
    Sep 19, 2016
    Posts:
    160
    Please try to replace the emissive with a tiny area light for now. And then maybe crank up the direct samples since they are being used when sampling lights (etc are using the indirect samples)
     
    kristijonas_unity likes this.
  7. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    534
    Exactly what @AcidArrow said - bump up your Indirect Samples to around 4000, and your direct samples to 100. That should remedy the issue.

    Alternatively, for square/rectangular emissives, you can follow @JenniferNordwall suggestion - just replace them with area lights.
     
  8. Pancar

    Pancar

    Joined:
    Mar 11, 2013
    Posts:
    24
    Im tested with a new scene but result is still bad.this is completed in 22 minutes :)
    this setting inappropriate for my target scene.

    What am I doing wrong, enlighten results are fine.
     

    Attached Files:

  9. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    534
    Your bake times have increased since you have Realtime Global Illumination turned on. If your scene and your lighting is mostly static, just turn it off and rebake again.
     
  10. Pancar

    Pancar

    Joined:
    Mar 11, 2013
    Posts:
    24
    You are right, i forgot to disable Rt GI.Now time counter shows 18min.
    What do you think about quality? It is not acceptable , am i wrong?
     
  11. Pancar

    Pancar

    Joined:
    Mar 11, 2013
    Posts:
    24
    And this is my target scene.
    Screen Shot 2018-10-18 at 13.49.42.png
     
  12. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    7,377
    My suggestion would be to reduce the Lightmap resolution from 40 to something like 15 (maybe even less, experimentation needed) and increase the indirect samples more (maybe double what you currently have, or more, experimentation needed).

    You can also fine tune the resolution per mesh with the "Scale in lightmap" parameter, but I can't give you specific suggestions, since I don't know how your scene is set up (but the idea is to decrease scale in lightmap a lot for huge meshes that don't need detailed lighting)
     
unityunity