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Getting spotty baked lightmaps with simple lighting setup using mixed lighting

Discussion in 'Global Illumination' started by BigRookGames, Feb 18, 2020.

  1. BigRookGames

    BigRookGames

    Joined:
    Nov 24, 2014
    Posts:
    330
    I am having trouble with baked GI in Shadowmask mode. I have a room with 3 mixed lights and when I bake I get the following results:
    upload_2020-2-18_4-54-33.png
    Of the 4 vertical rectangles in the middle, the right 2 are set with contribute GI off, and it is smooth as expected, but the left 2 are set to static, with receive GI to lightmpas, and it is really spotty/splotchy. I get this result with both mixed and baked, but more noticeable with mixed lighting. this is with the following settings:
    upload_2020-2-18_4-57-4.png
    I also have probes setup in the room.
    There isnt' any albedo map on the tiles, it's a flat color.

    What is causing this? is there something in the settings that needs to be fixed?

    using 2019.3.1f1
     
    Last edited: Feb 18, 2020
  2. BigRookGames

    BigRookGames

    Joined:
    Nov 24, 2014
    Posts:
    330
    various bake results:
    single baked area light result:
    upload_2020-2-18_5-13-27.png
    upload_2020-2-18_5-16-31.png
     
    Last edited: Feb 18, 2020
  3. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    The artifacts you are seeing look like dilation of valid areas into invalid areas because the rays are hitting mostly backfaces. Try looking at the texel validity view mode to verify this.
    The Double sided GI material flag and backface tolerance can help in these cases, depending on what the root cause is.


    As for the first screenshot in the first post, does it help to increase indirect sample count to something larger like 2048 samples?
     
  4. uy3d

    uy3d

    Unity Technologies

    Joined:
    Aug 16, 2016
    Posts:
    187
  5. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    989
    use also optix denoiser + increase lightmap res
     
    Last edited: Feb 18, 2020