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Dynamic Objects lose GI Lighting after Play

Discussion in 'Global Illumination' started by KRGraphics, Mar 25, 2015.

  1. KRGraphics

    KRGraphics

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    Hey guys... I have an odd issue happening in Unity and it pertains to GI and light probes... I have a character model in my game and when I go into play mode after GI is baked, everything is great. Once I stop the editor from playing, any non static object turns black (no diffuse lighting whatsoever) and i am forced to rebake the model. I don't know if to log this in as a bug, or work around it.

    Play mode (everything is okay):
    Screenshot 2015-03-24 22.25.29.png

    After play (GI stops working on the models) Screenshot 2015-03-24 22.25.46.png
     
    Last edited: Mar 25, 2015
  2. KRGraphics

    KRGraphics

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    NOTE: This only happens if you have continous Baking Enabled.
     
  3. Polkatuba

    Polkatuba

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    I bug reported this while ago. Got response that it is already known issue.
     
  4. KEngelstoft

    KEngelstoft

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    @Polkatuba please post the case number so we can make sure it is the same issue.
     
  5. Polkatuba

    Polkatuba

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    Certainly

    Case 679418
     
  6. Rikk The Gaijin

    Rikk The Gaijin

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    Off Topic: How did you get those nice reflections? Are you using Candela?
     
  7. KEngelstoft

    KEngelstoft

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  8. KRGraphics

    KRGraphics

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    Wow, I forgot I filed a bug with this...

    @Rikk The Gaijin I am using Unity Reflection Probes... you have to make sure that if you are doing a box, you need to ensure the edges are hard edges. Smoothing groups are taken into account.
     
  9. KEngelstoft

    KEngelstoft

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    I have a fix for 677823 coming in the next patch release.
     
  10. KRGraphics

    KRGraphics

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    Awesome. And speaking of dynamic emission, will it be possible to create a model that is not static and will affect everything around it as it glows? I would not enjoy having to fake it with lights
     
  11. KEngelstoft

    KEngelstoft

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    Not in 5.0. Only lightmap static objects can emit lighting like you describe. You have to use a lightsource for this.
     
  12. KRGraphics

    KRGraphics

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    Fair enough :). Would have to exclude the light from affecting the character emitting it.