Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Black dots on baked lightmap (unity 5.4)

Discussion in 'Global Illumination' started by Yaroslav1988, Sep 6, 2016.

  1. Yaroslav1988

    Yaroslav1988

    Joined:
    Oct 6, 2015
    Posts:
    13
    Hello !

    I updated Unity to 5.4( 5.4.0f3) version and after that all the scenes force me to re-bake lights, because they were made in 5.3.5. And when i did that all my light maps bake with random black dots all over the place. I tried all the bake resolutions and different options - nothing changes. My model use no overlapping UV's, Generate Lightmap UV's flag is checked in import settings.

    Screen Shot 2016-09-06 at 12.11.13.png
    Screen Shot 2016-09-06 at 12.13.25.png Screen Shot 2016-09-06 at 12.13.44.png

    I found many forum threads with similar problems, but no useful tip were given in them.

    Please, can someone help me with this issue.

    PS. Problem appears only with area lights, with baked directional light source its OK.
     
  2. fg34

    fg34

    Joined:
    Aug 31, 2015
    Posts:
    6
    Are the generate 2nd UVs selected on the mesh import settings?
     
  3. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    I would say this looks like overlapping UVs. Do you have two identical meshes on top of each other? There is some Z fighting in the image that indicates this.
     
  4. Yaroslav1988

    Yaroslav1988

    Joined:
    Oct 6, 2015
    Posts:
    13
    thank everyone for replies. It seems that problem is in mesh indeed, because with other models bake works fine.

    generate 2nd UVs always selected, but i think there is too much garbage in mesh vertices and triangles which ruin the bake. I will try to get a proper model and test light again.