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Generating Lightmaps (Build)- quality using Baked GI vs Precompute Realtime GI

Discussion in 'Global Illumination' started by eco_bach, Aug 16, 2015.

  1. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
    Posts:
    1,601
    As a novice Unity 5 user its taken me awhile to begin to fully grasp the difference between Baked and Precompute GI. Part of my confusion stems in part from Unity's use of terminology. Maybe I'm nitpicking, but isn't 'Build' something you do when you deploy an application? Wouldn't 'Generate Lightmaps' be more accurate, less confusing?

    Anyways, my question. At least one very popular tutorial suggests that, for optimum lightmap quality especially in shadows, you should always enable 'Baked GI' even when you are planning to use 'Precomputed Realtime GI' for your actual game play and deploy. I personally haven't found this. I get results using Baked GI that exhibit the same jagged edge problems as mentioned in this thread
    http://forum.unity3d.com/threads/jagged-shadows-in-baked-lightmaps-unity-5.317150/
    Can any lightmap experts Enlighten me (pun intended)? Does Baked GI (with proper settings) always give you better lightmaps? Anyone?
     
    Last edited: Aug 17, 2015
  2. eco_bach

    eco_bach

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    things that go BUMP...
     
  3. Teo

    Teo

    Joined:
    Oct 31, 2009
    Posts:
    564
    post model, details, wireframe, post uv's first.
     
  4. eco_bach

    eco_bach

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    Jul 8, 2013
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    1,601
  5. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
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    Baked GI is usually higher resolution and has more details (plus has better/proper indirect shadowing), so if those conditions are met, it should look better. The jagged edges is a bug/flaw.

    What is your question more specifically?