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Baking GI in Batches

Discussion in 'Global Illumination' started by m506, Feb 25, 2019.

  1. m506

    m506

    Joined:
    Dec 21, 2015
    Posts:
    93
    Hi there,

    Since baking GI for a large environment takes a long time (as it should), I am trying to determine the best strategy to do it in a timely and controlled fashion.

    So suppose I have thousands of static houses and thousands of static trees. If I disable all trees and generate GI for the houses only, will I be able to then disable the houses and bake the trees, so that both GI will be stored accordingly?

    Thank you for your time!
     
  2. AcidArrow

    AcidArrow

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    May 20, 2010
    Posts:
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    Nope!
     
  3. thefranke

    thefranke

    Unity Technologies

    Joined:
    Jun 20, 2015
    Posts:
    153
    There is some good news though: we are working on a solution for this problem. Right now there's a functional prototype that will hopefully soon be generic enough to be used for different projects. Stay tuned!
     
    Tartiflette and Cascho01 like this.
  4. Cascho01

    Cascho01

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    Finally, perhaps something like a "Bake selected" option?
     
  5. m506

    m506

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    Thanks for the quick reply.

    Just one more question... If I change, say, the UV map/mesh of the trees, thus triggering GI updates, will the houses be baked again regardless if they have not changed?
     
  6. Cascho01

    Cascho01

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    Until now, yes, because you have to rebake the whole scene :(
     
  7. m506

    m506

    Joined:
    Dec 21, 2015
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    Ok thank you, I will stay tuned for the new functionality.