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Glass material on window not letting GI light through ?

Discussion in 'Global Illumination' started by Cultor, May 12, 2015.

  1. Cultor

    Cultor

    Joined:
    Dec 22, 2014
    Posts:
    5
    I've got an issue in my interior scene.
    When I've got my windows on static there is no GI coming into the room.
    no_gi.PNG
    When I change the windows to non-static it seems to work, why is that?
    yes_gi.PNG

    Windows settings:
    material.PNG
    Lighting:
    lighting.PNG
     
  2. topofsteel

    topofsteel

    Joined:
    Dec 2, 2011
    Posts:
    999
    The GI system does not supports transparency.
     
    Kaldrin likes this.
  3. Cultor

    Cultor

    Joined:
    Dec 22, 2014
    Posts:
    5
    Okey, good to know thanks topofsteel!

    Another question you might be able to help me with. When I use realtime on my Directional light specular seems to work (I can see the sun reflect in the floor)
    realtime.PNG

    But when I switch my Directional Light to baked or mixed the specular is gone
    baked.PNG

    Now I can understand why baked would need a reflection probe but why mixed doesn't work in this case I don't get. Any ideas?
     
  4. topofsteel

    topofsteel

    Joined:
    Dec 2, 2011
    Posts:
    999
    The GI system does not support mixed lights.

    Ha, I could probably answer every question just like that. The whole system is a little under baked ;) But even with it's limitations, I'm getting far better results than with unity4. The mixed lights were supposed to replace the dual lightmap setting in unity4, but they don't work at all from what I understand.

    Are you using Directional or Directional Specular?
     
  5. Phantomx

    Phantomx

    Joined:
    Oct 30, 2012
    Posts:
    202
    For the transparency thing, if you create a new lightmap parameter and assign it to your glass, you have a checkbox that says Is Transparent. I have not tried it, but I guess light will travel through it that way.
     
  6. Cultor

    Cultor

    Joined:
    Dec 22, 2014
    Posts:
    5
    Thanks for the reply's ! Ha yeah the baked system seems to have issues atm.
    I'm getting less artifacts with precomputed realtime GI only so I will stick to that for now.

    To fix certain shadow artifacts it seems to help to switch on Preserve UV's under the object's lighting settings. Somehow Unity manages to break UV's.
    I also stopped using the "generate lightmap UVs" at the model's import settings. Creating my own unwraps (without overlaps!) seems to work a lot better.

    Nice tip Phantom have to try that out :)