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Enlighten Baking Resources is literally killing PC

Discussion in 'Global Illumination' started by tanmaykulkarni, Apr 26, 2021.

  1. tanmaykulkarni

    tanmaykulkarni

    Joined:
    Nov 5, 2019
    Posts:
    104
    Hey, I am trying to bake light for my scene with Enlighten. The scene has many trees and one directional light casting high resolution shadows, but when the baking reaches 3/17 BAKING RESOURCES, it starts lagging my high end pc, causes a fatal error and then my system closes unity.

    I tried changing lightmap resolution and atlas size, still no success. Please help!

    I am using Unity 2020.3 with Enlighten, lightmap resolution to 100, Indirect resolution to 1, atlas size 4096

    Also, I have many terrains with high scale in lightmap in my scene.

    How to bake light for my scene?
     
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    From the sound of it, your project needs to be optimized. Chances are Enlighten is creating a high number of charts for a large number of lightmaps. Such operations can take a very long time.

    Are you using Enlighten Baked GI, or Enlighten Realtime GI (or both)? In either case, I would highly recommend reading through our official Enlighten optimization tutorial. While some steps are outdated due to changes to the UI, the principles it teaches are still valid.
     
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  3. tanmaykulkarni

    tanmaykulkarni

    Joined:
    Nov 5, 2019
    Posts:
    104
    I am using Mixed global illumination with Shadowmask mode
     
  4. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,875
    Always use Very-Low parameters... It's 100x faster
    The GI quality is good for games on very low preset (like beast lightmapper)
     
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  5. tanmaykulkarni

    tanmaykulkarni

    Joined:
    Nov 5, 2019
    Posts:
    104
    Thanks for the reply!
    I just got to know that I was using many terrains with high scales in lightmap, I just converted them to one terrain and used Shadowmask instead of subtractive. It massively speed up my bake and gave the perfect results with good graphics and good frame rate.

    I suggest other developers to use Shadowmask instead of subtractive as it reduces bake time and also decreases the lightmap storage of your game
     
    PutridEx likes this.