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Resolved Custom Lightmap UVs get messed up when baking

Discussion in 'Global Illumination' started by DrDumle, Jan 9, 2021.

  1. DrDumle

    DrDumle

    Joined:
    May 3, 2018
    Posts:
    14
    When baking the lightmap using a custom lightmap, Unity moves around the uv shells, making it unoptimized. I have no idea why. I'm guessing it doesn't like that uv shells are too close, but it happens no matter the distance between them. Also I noticed if I let Unity make the lightmap uvs, the shells end up very close anyway. So what's the deal? I've tried anything I could think of.

     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,624
    The problem is you’re using multiple meshes in Modo.

    Either merge everything to be 1 mesh, or pack uvs for each mesh separately so you can have something reasonable in Unity.
     
  3. DrDumle

    DrDumle

    Joined:
    May 3, 2018
    Posts:
    14
    That kind of makes sense! Thanks!
     
    AcidArrow likes this.