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Beast Light Mapping isn't working

Discussion in 'Editor & General Support' started by gregmax17, Jan 22, 2013.

  1. gregmax17

    gregmax17

    Joined:
    Jan 23, 2011
    Posts:
    186
    Hello, I am having troubles with Beast Light Mapping.

    I have a scene with several Spotlight Lights in my scene, with several objects all sharing the same texture/shader to save on draw calls. Everything is static. But when I bake my scene, these are the .exr files it generates: pic1, pic2, pic3, and pic4.

    This is the end result.

    What is going on?
     
  2. Fenrisul

    Fenrisul

    Joined:
    Jan 2, 2010
    Posts:
    618
    What shader are you using?
     
  3. gregmax17

    gregmax17

    Joined:
    Jan 23, 2011
    Posts:
    186
    I have tried many.

    The one in the example I gave is using Mobile/VertixLit.
     
  4. Stephan-B

    Stephan-B

    Joined:
    Feb 23, 2011
    Posts:
    2,269
    What does it look like without the baking?
     
  5. gregmax17

    gregmax17

    Joined:
    Jan 23, 2011
    Posts:
    186
    It looks good, very nice in fact. Nothing near the end results. No tetris like squares anywhere. All the objects are receiving the lighting properly.

    I would like to use the beast light map because it makes the scene a bit more realistic, and it saves on the cpu/lighting during in game (am I correct on this part?).
     
  6. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
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    5,324
    It looks like your secondary UVs are not in the 0-1 space. Are you using Unity to generate your lightmap UVs?
     
  7. gregmax17

    gregmax17

    Joined:
    Jan 23, 2011
    Posts:
    186
    @antenna tree, Sorry, but I do not know what you are talking about :{

    What are the 'secondary' UVs you are referring to? I am 100% certain that my UV coordinates are within the 0-1 range (I can't access the files at the moment).

    What do you mean by having Unity generate my lightmap UVs? Isn't that what Beast Lightmap does?
     
  8. FlorianSchmoldt

    FlorianSchmoldt

    Joined:
    Jul 2, 2012
    Posts:
    334
    Beast uses a second UV-Channel to unwrap all your geometry. You could create it on your own in a 3d app or let unity create it in the import dialoge.
    Your result looks like it uses a second channel, which isn't mapped properly

    btw@Antenna: My automatic unwrapping hangs on split meshes. I waited 1hour for nothing. If I split it in 3dsMax and import&auto unwrap it one by one, I'm done in 10mins. Bug worthy ?
     
  9. gregmax17

    gregmax17

    Joined:
    Jan 23, 2011
    Posts:
    186
    @FlorianSchmoldt, is that the "Generate Lightmap UVs" option (looking at the docs here)?

    I don't know if I checked this when importing my models... I will have to look at this when I get off of work (sigh, only a few more hours, ha).
     
  10. antenna-tree

    antenna-tree

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    Oct 30, 2005
    Posts:
    5,324
    Yes, we always like to get ahold of meshes that cause our unwrapper to hang. Thanks.
     
  11. gregmax17

    gregmax17

    Joined:
    Jan 23, 2011
    Posts:
    186
    Finally got to it, but it still isn't working as expected. The plus side is I am not seeing those tetris block shapes anymore. But now, I am seeing everything very, VERY dark.

    Here is what it looks like after I bake the scene.

    But this is what I want to see

    Edit - Never mind, everything seems to be working. Thank you everyone for your help!
     
    Last edited: Jan 24, 2013